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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 Social Architecture and the Emergence of Power Laws in Online Social Games
Whitepaper14 pages

Social Architecture and the Emergence of Power Laws in Online Social Games

The analysis introduces "social architecture" as a framework to understand how game mechanics shape player social behavior in online social games.

  • The report claims that online social games show a consistent power-law pattern in which a small fraction of players generates a disproportionate share of social interaction, and that a scaling exponent α can serve as a comparable measure of a game's sociability.
  • The central thesis is that 'social architecture' (the combination of mechanics, interfaces, and social context) is largely determined by game mechanics rather than the specific player population, and can be quantified through the exponent.
  • Evidence comes from six game datasets, including Fighters' Club, Familiars 1, and PASION Fruit, where the power-law pattern appeared consistently.
DiGRAJan 2011
Cover of Narrative Friction in Alternate Reality Games: Design Insights from Conspiracy for Good
Whitepaper17 pages

Narrative Friction in Alternate Reality Games: Design Insights from Conspiracy for Good

The document analyzes "Conspiracy For Good" (CFG), an Alternate Reality Game (ARG), to identify and understand "narrative friction" within pervasive gaming experiences.

  • The study's most consequential finding is that Conspiracy for Good effectively functioned as two separate games for two audiences: live players who often lacked knowledge of the online backstory and adopted a treasure-hunt framing, and online players who frequently felt excluded from the physical events.
  • Narrative friction, where the fiction, gameplay, and audience expectations failed to align, was identified as the game's главный design problem rather than technical or aesthetic issues.
  • Participants reported mixed experiences of agency, with some feeling meaningful choice while others described railroading or social loafing, and visible production elements such as filming and staff presence repeatedly broke the fictional illusion.
DiGRAJan 2011
Cover of Breaking Reality: Exploring Pervasive Cheating in Foursquare
Whitepaper15 pages

Breaking Reality: Exploring Pervasive Cheating in Foursquare

This analysis investigates the phenomenon of pervasive cheating within location-based mobile applications, specifically using Foursquare as a primary case study.

  • Foursquare's 'I'm on a Boat!' badge was earned by tagging Amsterdam Central Station as a boat, illustrating how easily check-in gamification can be gamed.
  • Because Foursquare blends gameplay with ordinary social use, cheating can pull non-players into the game without their consent, blurring the boundary of the 'magic circle' that separates play from everyday life.
  • Cheating in Foursquare has mostly affected others indirectly, but it still disrupts standard players' experience, especially when dishonest check-ins are used to capture mayorships.
DiGRAJan 2011
Cover of Putting Brands into Play: How Player Experiences Influence the Effectiveness of In-Game Advertising
Whitepaper19 pages

Putting Brands into Play: How Player Experiences Influence the Effectiveness of In-Game Advertising

This study examines the critical role of player experience in determining the effectiveness of in-game advertising (IGA), specifically focusing on brand recognition and likeability.

  • Easier game difficulty produced more positive and less arousing player experiences (higher pleasure, dominance, and competence; lower arousal, tension, and challenge), which in turn strengthened how players processed embedded advertising.
  • Players in the easy condition showed significantly better brand recognition than those in the hard condition, and brand likeability was marginally higher, with the easy-versus-hard contrast reaching significance for both outcomes.
  • Competence partially mediated the effect of difficulty on product and billboard recognition, indicating that feeling skilled is one mechanism linking gameplay difficulty to ad memory.
DiGRAJan 2011
Cover of Cultures of Independent Game Production: Examining the Relationship Between Community and Labour
Whitepaper18 pages

Cultures of Independent Game Production: Examining the Relationship Between Community and Labour

The document examines the critical role of communities in shaping independent game production, asserting that these networks form an essential infrastructure for developers navigating a dynamic industry.

  • Independent game production is framed as fundamentally collective rather than individual, with community networks functioning as an alternative infrastructure outside conventional industry structures.
  • Based on 23 interviews and ethnographic fieldwork conducted in 2010, largely in the United Kingdom, the study identifies community practices such as experimentation, playtesting, skill-sharing, and moral support as central to indie development.
  • The author proposes a two-phase, iterative model of indie production moving from experimentation to prototyping, in which community networks reduce costs and speed development through knowledge exchange, code sharing, and rapid feedback.
DiGRAJan 2011
Cover of Towards a Playful Organization Ideal-Type: Values of a Playful Organizational Culture
Whitepaper16 pages

Towards a Playful Organization Ideal-Type: Values of a Playful Organizational Culture

The document proposes a conceptual framework for understanding and fostering a "playful organization," characterized by a culturally and structurally playful environment where employees can experience work as play.

  • The paper proposes six core values defining a playful organizational culture: contingency, opportunism, equivalence, instructiveness, meritocracy, and conviviality.
  • The framework is explicitly theoretical: it presents no empirical data showing that playful organizational values improve performance or effectiveness, so its conclusions are propositions awaiting validation.
  • Conviviality is the paper's central contribution, argued to boost engagement, reduce the perceived consequences of failure, and encourage employees to take risks.
DiGRAJan 2011
Cover of Player Communities in Multiplayer Online Games: A Systematic Review of Empirical Research
Whitepaper21 pages

Player Communities in Multiplayer Online Games: A Systematic Review of Empirical Research

This systematic review examines empirical research on player communities within multiplayer online games conducted between 2000 and 2010, drawing from 17 publications across various academic databases and journals.

  • The review synthesizes 31 empirical publications from 2000 to 2010, retaining 17 for detailed analysis, with the 2000 start tied to the rise of graphical MMOs such as Ultima Online and EverQuest.
  • Ethnography and participant observation dominated the field, appearing in 13 of the 17 retained studies, while quantitative methods such as data mining, surveys, and network analysis were less common.
  • Sample sizes ranged from a handful of players to several thousand, and fieldwork lasted from a few months to several years; the most studied games were World of Warcraft, EverQuest, and Lineage.
DiGRAJan 2011
Cover of Of Discs, Boxes and Cartridges: The Material Life of Digital Games
Article

Of Discs, Boxes and Cartridges: The Material Life of Digital Games

Toivonen and Sotamaa's 2011 DiGRA study examines why some gamers continue to favor physical game copies even as digital distribution expands.

  • Physical game copies carry meanings that digital distribution does not easily replace: players value the tactile presence and reliable sense of ownership that physical media provide.
  • Respondents associated downloads with service closures, revoked access, and dependence on internet connectivity, while physical copies offered a sense of permanence.
  • Digital distribution accounted for under 10 percent of game sales at the time, and the authors judge it unlikely to eliminate physical copies quickly.
DiGRAJan 2011
Cover of Participatory Game Design to Engage a Digitally Excluded Community
Whitepaper18 pages

Participatory Game Design to Engage a Digitally Excluded Community

This study investigates the application of Participatory Design (PD) principles to develop a Location-Based Game (LBG) aimed at engaging digitally excluded young people aged 11-19 in Lancaster and Manchester.

  • Relationship-building consumed most of the early timeline: a researcher spent roughly three months building rapport with a Lancaster youth group before any design work could begin.
  • The Lancaster project co-designed marshOtron, a grid-based light-cycle variant built on Nokia N8 phones using GPS and a game server, after playtesting at Lancaster University exposed GPS and connectivity limitations that shaped the final grid-based design.
  • The nine participants who engaged were all male, while six girls showed little interest; the male group favoured physical chase mechanics, whereas the female group had limited gaming experience and was more drawn to Facebook access.
DiGRAJan 2011
Cover of Preventing a POX Among the People? A Design Case Study of a Public Health Game
Whitepaper13 pages

Preventing a POX Among the People? A Design Case Study of a Public Health Game

The document details the design and development of "POX: Save the People," a public health board game created by Tiltfactor Laboratory at Dartmouth College in collaboration with the Mascoma Valley Health Initiative (New Hampshire, USA).

  • POX: Save the People is a cooperative board game created by Dartmouth's Tiltfactor Laboratory with the Mascoma Valley Health Initiative in New Hampshire, designed to teach herd immunity and the role of vaccination.
  • The game is grounded in epidemiology, explaining herd immunity thresholds for measles, pertussis, and polio, and citing 2003 outbreaks in the Marshall Islands and Mexico as examples of what happens when vaccination coverage falls below those thresholds.
  • The design process took about six months starting in summer 2010, moving from lightweight prototypes through hex and grid formats, and deliberately favored abstract characters, collaborative rather than winner-take-all outcomes, and player-chosen outbreak locations.
DiGRAJan 2011
Cover of Games and Machinima in Adolescents' Classrooms
Whitepaper15 pages

Games and Machinima in Adolescents' Classrooms

The document investigates the pedagogical potential of integrating commercial video games and machinima into secondary education to cultivate new literacies and critical thinking among adolescents.

  • The study ran during the 2008–2009 school year with roughly 300 students aged 11 to 16 and 17 teachers in Spanish secondary classrooms, using commercial video games and machinima (films produced inside game engines).
  • The authors report no measured learning outcomes; their claim that the approach is effective rests mainly on their own experiential observations as practitioners rather than quantitative evidence.
  • The methodology alternates dialogue, play, and reflection in workshops, culminating in student-made machinima, with the stated aim of generating knowledge for designing game-based learning scenarios.
DiGRAJan 2011
Cover of Framework for Designing and Evaluating Game Achievements
Whitepaper20 pages

Framework for Designing and Evaluating Game Achievements

This document establishes a comprehensive framework for the design and evaluation of game achievements, defining them as optional, session-independent challenges within a meta-game that offer various rewards.

  • Achievements have a dual nature: they exist simultaneously in a meta-game layer separate from the core game and within the individual game where their completion conditions are met, which the authors argue explains why earlier definitions and compilations have been inconsistent or disruptive to core gameplay.
  • The authors propose treating achievement systems as games in their own right, since players who pursue every badge stop treating achievements as optional or secondary.
  • Across nine Steam titles (475 of 720 achievements completed) and examples from Xbox Live, Foursquare, World of Warcraft, Team Fortress 2, Left 4 Dead 2, and Call of Duty: Modern Warfare 2, achievements share a consistent structure of signifier, completion logic, and reward.
DiGRAJan 2011