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DiGRA

Association1,941 reports · 607 articles

The Digital Games Research Association: the international association of academics and professionals who study digital games. Its Digital Library holds the proceedings of the DiGRA conferences since 2002.

Documents

Cover of Buy and Share! Social Network Games and Ludic Shopping
Article

Buy and Share! Social Network Games and Ludic Shopping

Social network games (SNGs) on platforms like Facebook have blended consumerism and playfulness, and this paper develops the concept of "ludic shopping" to explain that fusion.

  • The paper introduces 'ludic shopping' and argues that symbolic consumption of virtual goods is a sixth, distinct form of play experience, alongside Bartle and Aarseth's exploration, achievement, killing, socialising, and cheating.
  • The author frames social network game consumption as both a reflection of capitalist consumption logic and a positive means of identity construction, especially for players who cannot afford such experiences offline.
  • The analysis is a critical reading of game mechanics and player motivations rather than original large-scale data collection, drawing mainly on secondary sources.
DiGRAJan 2012
Cover of Framing Games
Article

Framing Games

Waern argues for a permissive, essential definition of "game" that bridges digital and non-digital game studies.

  • Annika Waern's 'Framing Games' (DiGRA Nordic 2012) proposes an essential, permissive definition of games meant to bridge digital and non-digital game studies: a game is a game-like system whose primary purpose is to be played.
  • Play is defined as paratelic (motivated by intrinsic experience rather than external ends) and socioculturally bounded, voluntary, and set apart from ordinary life.
  • The paper argues that play depends on a socially agreed re-signification of actions, a idea traced through Huizinga, Bateson, and Vygotsky.
DiGRAJan 2012
Cover of The Stereotype of Online Gamers: New Characterization or Recycled Prototype?
Whitepaper13 pages

The Stereotype of Online Gamers: New Characterization or Recycled Prototype?

The study investigates whether the prevalent stereotype of online gamers as socially inept, reclusive males obsessed with gaming represents a unique characterization or a recycled prototype shared with other social groups.

  • The online gamer stereotype (socially inept, reclusive, obsessive, male) was attributed significantly more often than in 12 of 16 comparison groups, with only MMORPG players rated as more stereotypical.
  • Online gamers' stereotypical profile did not differ significantly from those of Arcade Gamers, Dungeons & Dragons players, comic book enthusiasts, and geeks, pointing to substantial overlap across gaming and nerd subcultures.
  • The stereotype appears to be a variant of an older prototype applied to a particular subculture, rather than an entirely new characterization, consistent with Williams (2005)'s argument about media-driven distrust of new technologies.
DiGRAJan 2012
Cover of Rating Logic Puzzle Difficulty Automatically in a Human Perspective
Whitepaper7 pages

Rating Logic Puzzle Difficulty Automatically in a Human Perspective

This document proposes a general method for automatically rating the difficulty of logic puzzles from a human perspective, aiming for applicability beyond specific games like Sudoku.

  • The paper proposes a game-independent method for rating logic puzzle difficulty from a human perspective, tested on Sudoku, aiming to rank both designed and randomly generated puzzles without heavy manual analysis.
  • The method derives five features from the solving path of a beginner-level solver using only basic single-candidate techniques with guessing and backtracking: basic calculations, guesses, backtraces, average certain next moves, and average uncertain next moves.
  • A second-order polynomial combining these features was evolved with a genetic algorithm to match average solving times from online Sudoku play records, reaching a Spearman's rho of 0.8 on training data and 0.69 on a validation set of 150 problems.
DiGRAJan 2012
Cover of Main(s) and Alts: Multiple Character Management in World of Warcraft
Whitepaper10 pages

Main(s) and Alts: Multiple Character Management in World of Warcraft

This study investigates how World of Warcraft (WoW) players manage multiple characters, known as "mains and alts," to understand player goals and behaviors.

  • The algorithm inferred avatar sets from publicly accessible online-status data, since account-to-avatar ownership is confidential, and was validated with a recall of 78.5% and precision of 97%.
  • Data was collected continuously on two Taiwanese World of Warcraft servers (one PvE, one PvP) from November 2008 to June 2009, using a player-designed interface.
  • Single-avatar sets were most common on PvP servers, while triple sets were more prevalent on PvE servers, which the authors attribute to survival pressures and social dynamics on PvP realms.
DiGRAJan 2012
Cover of Age-Restriction: Re-examining the Interactive Experience of 'Harmful' Game Content
Whitepaper15 pages

Age-Restriction: Re-examining the Interactive Experience of 'Harmful' Game Content

The document proposes a novel framework for empirically assessing the interactive experience of video games to refine age-restriction classification processes, particularly within the New Zealand context.

  • The report argues that New Zealand's film-based game classification model is inadequate because it treats interactivity as secondary, and proposes that classification instead be grounded in empirical evidence of how players actually experience interactive content.
  • The authors propose a gameplay model in which players shift between 'fiction schemata' (interpreting a coherent fictional world) and 'game schemata' (navigating rule-constrained play).
  • A seven-week diary study of ten male participants playing Dead Island (2011) found that player attention moves along a continuum between configuration (acting on the game) and interpretation (reading its narrative elements), with configuration typically dominant during violent encounters.
DiGRAJan 2012
Cover of Motivation of South Koreans Who Engage in Person vs. Person Gameplay in World of Warcraft
Whitepaper13 pages

Motivation of South Koreans Who Engage in Person vs. Person Gameplay in World of Warcraft

The research explores the motivations of South Korean players engaging in Player vs. Player (PvP) gameplay within World of Warcraft, specifically examining psychopathic motivation and masculinity validation through sport.

  • The report argues that South Korean male PvP participation in World of Warcraft is better understood as a way of affirming masculine identity than as evidence of violent or psychopathic dispositions, based on three years of ethnographic fieldwork, ten player interviews, and observation of over one hundred battlegrounds and hundreds of arena matches.
  • Three recurring motivations were identified: "baelyeoshim" (a social obligation to avoid shaming oneself and one's family), "ggalbogi" (a desire to look down on opponents, which shares some features with psychopathy but does not support murderous intent), and a masculinity-validation dynamic in which crowd-control and healing roles confer team status and hierarchy.
  • The findings challenge the view, associated with Grossman, that violent games function as "murder simulators."
DiGRAJan 2012
Cover of Gambling in Social Networks: Gaming Experiences of Finnish Online Gamblers
Whitepaper15 pages

Gambling in Social Networks: Gaming Experiences of Finnish Online Gamblers

This study examines the evolving role of social interaction within Finnish online gambling, specifically focusing on eBingo and online poker since the introduction of in-game social features in 2010.

  • Finnish online gambling is becoming socially connected: social features introduced in 2010 shape how players experience games like Veikkaus's eBingo and RAY's online poker, and the boundary between gambling and other online play is increasingly blurred.
  • The study drew on 409 questionnaire responses from average players (a 10.2% response rate from 4,017 invited participants) plus 16 follow-up interviews, with a sample that was nearly 70% male and had a median age of 41; Lotto was the most commonly played game.
  • In-game chat is valued mainly as background companionship rather than as central to play, and skill-based games like poker limit chat because they demand concentration, while physical venues such as grocery-store slot machines and casinos shape how sociable players are.
DiGRAJan 2012
Cover of Tackling the Metaphor-Simulation Dilemma
Whitepaper16 pages

Tackling the Metaphor-Simulation Dilemma

The document, "Tackling the Metaphor-Simulation Dilemma," addresses a fundamental conceptual ambiguity within game studies regarding the interchangeable use of "metaphor" and "simulation," particularly in the context of abstract games.

  • Sebastian Möring argues that the long-standing distinction between metaphor and simulation in game studies is largely illusory, since examples cited as metaphorical (such as the serve mechanic in Top Spin or the puzzle duels in Puzzle Pirates) can equally be read as simulations.
  • The core reason the distinction fails is that all simulations are stylized, simplified, and abstracted, so abstraction cannot cleanly separate the two categories, producing what the paper calls a "metaphor-simulation dilemma."
  • The proposed resolution treats simulations as metonyms, more precisely synecdoches, in which a selected part stands for a whole drawn from a single conceptual domain.
DiGRAJan 2012
Cover of Player-Reported Impediments to Game-Based Learning
Article

Player-Reported Impediments to Game-Based Learning

Business simulation games are widely used in university and executive education, yet their educational value is far from settled.

  • Players tend to treat business simulation games as competitions, which pushes them toward 'game logic' such as chasing winning strategies, exploiting loopholes, or cheating instead of transferring real-world business skills.
  • The authors consider the evidence base for simulation games inconclusive, including a 1995 review of 160 studies that found simulations superior in 46.9% of comparisons, a result they regard as overly optimistic.
  • Principal obstacles reported by players include excessive competitiveness, a perceived absence of real risk, accentuated trust among acquainted players that may not mirror actual business conditions, and learning incorrect lessons in pursuit of victory.
DiGRAJan 2012
Cover of flâneur, a Walkthrough: Locative Literature as Participation and Play
Whitepaper18 pages

flâneur, a Walkthrough: Locative Literature as Participation and Play

The "flâneur" project explores the potential of locative literature, specifically the "textopia" system, to enrich the experience of everyday spaces through geotagged, user-contributed literary texts accessible via a smartphone application.

  • Locative literature depends on user-generated content for its aesthetic aims, but contributions do not appear simply because they are invited; participation must be actively facilitated.
  • The October 2008 textopia writing competition drew 46 submissions and offered cash prizes of around 1300 euro with notable media attention, yet it did not produce lasting use of the system.
  • The flâneur game (2009–2010) yielded modest results, with its final online round producing only 13 texts despite generally positive participant feedback.
DiGRAJan 2012
Cover of Digital Games as Experiment Stimulus
Whitepaper16 pages

Digital Games as Experiment Stimulus

Digital games offer researchers a rich but demanding experimental stimulus, and this work argues that their careful use can advance experimental psychology and human-computer interaction.

  • Digital games are a valuable experimental stimulus because they are familiar and engaging to most participants, can safely evoke emotions, and can simulate ethically sensitive scenarios that are hard to recreate in a lab.
  • Survey evidence cited in the report shows broad population reach, with 72 percent of U.S. households and 54 percent of Finnish respondents being active gamers.
  • Interactive games vary from player to player due to differences in skill, AI behavior, randomness, and prior familiarity, making stimulus control much harder than with conventional experimental materials.
DiGRAJan 2012