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DiGRA

Association1,737 reports · 579 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 The Construction of Ludic Space
Article

The Construction of Ludic Space

Ernest W. Adams's "The Construction of Ludic Space" argues that video game spaces constitute a distinct form of imaginary architecture, shaped less by the physical laws governing real buildings than by the constraints of display hardware and the economics of production.

  • Video game spaces are shaped more by display hardware and production economics than by real-world physical laws: a monitor offers roughly a 40–60 degree visual angle and about 255 light levels, versus a ~120-degree binocular field and far greater dynamic range in human vision.
  • Ludic architecture need not obey real-world rules of scale, engineering, or habitability, so game buildings are selectively translated from physical counterparts and often function as metaphors rather than efficient structures.
  • Production costs directly shape game design: in 3D games, polygon budgets make curves expensive and rectilinear forms cheap, while 2D games are limited by the volume of artwork that can be created.
DiGRAJan 2003
Cover of Space, Agency, Meaning and Drama in Navigable Real-Time Virtual Environments
Whitepaper18 pages

Space, Agency, Meaning and Drama in Navigable Real-Time Virtual Environments

Navigable real-time virtual environments, examined through the action-adventure role-playing game Shenmue II, derive their meaning and dramatic force from a hybrid structure that combines rule-based, systematic organization with situational knowledge drawn from real-world experience.

  • Navigable real-time virtual environments derive meaning and dramatic force from a hybrid of rule-based systematic organization and situational knowledge drawn from real-world experience.
  • Grounded in environmental psychology, the authors frame person-environment interaction as a cyclical, bi-directional process in which perception is continually shaped by prior experience, a cycle virtual environments replicate with an added layer of authorial mediation.
  • The authors conclude that interactivity and culturally situated associations are the principal sources of engagement, and designers who neglect links to the external world risk producing confusion rather than immersion.
DiGRAJan 2003
Cover of Games as Technological Entry Point: A Case Study of Uzbekistan
Whitepaper13 pages

Games as Technological Entry Point: A Case Study of Uzbekistan

Kolko and Thayer's study examines whether computer games can serve as an entry point to technology for novice users, and argues that their effectiveness depends heavily on cultural and infrastructural context.

  • The study argues that games can work as an entry point to technology for novices, but their effectiveness depends heavily on cultural and infrastructural context, comparing the United States, South Korea, and Uzbekistan.
  • South Korea offers the benchmark: over 90 percent of respondents in a 2003 survey had played games, and the shift to online PC gaming driven by broadband expansion generated roughly $2.8 billion in revenue in 2002.
  • In Uzbekistan, a March 2003 survey of 317 respondents found only 32.5 percent had used a computer, and about 59 percent of those users had played games, usually simple Windows or web titles.
DiGRAJan 2003
Cover of As if by Magic: On Harry Potter as a Novel and Computer Game
Article

As if by Magic: On Harry Potter as a Novel and Computer Game

Gunder's analysis, as developed in "As if by Magic: On Harry Potter as a Novel and Computer Game," examines how Rowling's 1997 novel Harry Potter and the Philosopher's Stone and the 2001 Windows computer game of the same title engage their audiences in fundamentally different ways.

  • The report contrasts Rowling's 1997 novel Harry Potter and the Philosopher's Stone and the 2001 Windows game of the same title: the novel is monosequential and nonergodic (a fixed sequence readers follow), while the game is multisequential and ergodic (player choices shape the sequence of events).
  • Despite these structural differences, the author argues both media achieve a shared effect of capturing and sustaining interest through suspense, curiosity, and surprise.
  • The game is characterized as mainly axially structured, blending free choice with a "one way through" narrative, and the author's analysis finds it highly scenic, with suspense and curiosity operating on the player's own actions rather than on interpretive reading.
DiGRAJan 2003
Cover of Ka as Shomin-geki: Problematizing Videogame Studies
Article

Ka as Shomin-geki: Problematizing Videogame Studies

William Huber's paper "Ka as Shomin-geki: Problematizing Videogame Studies" argues that videogame genre cannot be understood through interactive mechanics alone.

  • Huber's paper argues that videogame genre cannot be understood through interactive mechanics alone, proposing instead a historicist, intertextual framework in which thematic genres are more stable than syntactic (interactive) ones.
  • The paper classifies Ka (released in the US as Mister Mosquito, a 2001 PlayStation 2 title by Zoom Games) within the shomin-geki tradition of Japanese domestic-drama cinema associated with directors such as Yasujirō Ozu.
  • Structural parallels include family conferences (danran), recurring intrusions of media technology, and the player's role as a mosquito-outsider and catalyst, all mirroring shomin-geki conventions.
DiGRAJan 2003
Cover of Apocalypse the Spielberg Way: Representations of Death and Ethics in Saving Private Ryan, Band of Brothers and the Videogame Medal of Honor: Frontline
Whitepaper15 pages

Apocalypse the Spielberg Way: Representations of Death and Ethics in Saving Private Ryan, Band of Brothers and the Videogame Medal of Honor: Frontline

Kingsepp's paper compares how death and ethics are represented in Steven Spielberg's Saving Private Ryan and Band of Brothers and in the 2002 video game Medal of Honor: Frontline.

  • The paper argues that Spielberg's Saving Private Ryan and Band of Brothers depict death in hyperrealistic, emotionally intimate ways that invite viewers to reflect on mortality and moral ambiguity, whereas Medal of Honor: Frontline (2002) adopts a postmodern model in which enemy corpses vanish.
  • The game's vanishing corpses are read as a symbolic ritual of conquering death, casting enemies as an abundant, disease-like threat to be continually exterminated in pursuit of heroic reward.
  • The author suggests the disappearing corpses may partly stem from technical constraints such as limited memory ('byte economy'), noting that the earlier game Return to Castle Wolfenstein shows corpses can be preserved.
DiGRAJan 2003
Cover of The Diverse Worlds of Computer Games: A Content Analysis of Spaces, Populations, Styles and Narratives
Report15 pages

The Diverse Worlds of Computer Games: A Content Analysis of Spaces, Populations, Styles and Narratives

This content analysis of 130 top-selling computer and video games from 2002, drawn from five platforms, was conducted as part of the Diverse Worlds Project to examine the actual content of games rather than relying on public assumptions about them.

  • The study analysed 130 top-selling computer and video games from 2002 across five platforms, examining the box, manual, opening cinematic, and first ten minutes of gameplay for each title.
  • Its central conclusion is that claims that games are uniformly violent and formulaic are not supported by the evidence, given the wide range of settings and character behaviours observed.
  • Most games (64%) were set in the present day and only 8% took place in space, while roughly three-quarters featured exterior settings.
DiGRAJan 2003
Cover of Describing Games: An Interaction-Centric Structural Framework
Whitepaper13 pages

Describing Games: An Interaction-Centric Structural Framework

Björk and Holopainen's "Describing Games: An Interaction-Centric Structural Framework" proposes a vocabulary for describing games that serves as a bridge between abstract game theory and the practical needs of game designers.

  • The framework's core contribution is a shared terminology for describing game structure and player interaction, rather than empirical findings.
  • Björk and Holopainen argue that existing models from game theory and play theory are either too abstract to guide design or too narrow to apply broadly, and position their interaction-centric structure as a complement to game design patterns.
  • The framework organizes game components into four categories: holistic, bounding, temporal, and objective, with each core concept situated in one of them.
DiGRAJan 2003
Cover of Participatory Design and Opposing Interests in Development of Educational Computer Games
Whitepaper8 pages

Participatory Design and Opposing Interests in Development of Educational Computer Games

This study examines a participatory design process in which a class of 11- and 12-year-old Danish children was invited to help design a mathematics-education computer game, with the aim of producing a game engaging enough that children would voluntarily play it outside school.

  • The study examined a participatory design process in which 11- and 12-year-old Danish children helped design a math-education computer game meant to be engaging enough that they would voluntarily play it outside school.
  • The children's ideas had little practical effect on the final design, mainly because the developers adopted their own time-travel concept early, where it was perceived as strong and hard to modify.
  • A key organizational failure was that the developers did not attend the workshops, so insights from the children reached them only secondhand through researchers as general guidelines that were hard to integrate.
DiGRAJan 2003
Cover of Supporting Communities in Massively Multiplayer Online Role-Playing Games by Game Design
Whitepaper14 pages

Supporting Communities in Massively Multiplayer Online Role-Playing Games by Game Design

Koivisto's study examines how game design shapes the strength of community in massively multiplayer online role-playing games, arguing that design choices in communication systems, character and world design, personalization, housing, team formation, and onboarding meaningfully influence whether players form lasting social…

  • Customizable player housing and guild halls, which let players leave lasting traces in the game world, were found to be particularly effective at building interdependence and community.
  • Communities tend to flourish when games offer broad communication options, persistent asynchronous messaging, and room for player expressiveness, while restrictive tools like Toontown's SpeedChat make enduring friendships harder to form.
  • Non-zero-sum experience sharing in Anarchy Online strongly encourages group formation, whereas higher-stakes environments in Anarchy Online and Ultima Online lead players to team mostly with friends.
DiGRAJan 2003
Cover of Parental Mediation of Children's Video Game Playing: A Similar Construct as Television Mediation
Whitepaper14 pages

Parental Mediation of Children's Video Game Playing: A Similar Construct as Television Mediation

A 2002 Dutch study of 536 parent-child pairs, with children aged 8 to 18, examines how parents mediate their children's video game play and whether this mediation mirrors the established framework used for television.

  • Parental mediation of children's video games mirrors the established television mediation framework, comprising three factors: restrictive mediation, evaluative mediation, and conscious co-playing.
  • Parent and child reports of mediation strategies agreed strongly, with correlations between 0.69 and 0.79, based on a 2002 Dutch study of 536 parent-child pairs with children aged 8 to 18.
  • Restrictive mediation was the most common strategy for both parents and children, while conscious co-playing was the least frequent, diverging from earlier television research.
DiGRAJan 2003
Cover of Breaking the Flow: Intervention in Computer Game Play Through Physical and On-Screen Interaction
Whitepaper12 pages

Breaking the Flow: Intervention in Computer Game Play Through Physical and On-Screen Interaction

This study investigates whether interventions can interrupt the immersive "flow" state that draws children aged 10 to 15 into excessive computer game play.

  • The study tested a four-stage intervention model (normative, informative, interactive, disruptive) in three prototype forms within a Pac-Man-style game, aiming to break the immersive flow state that draws children aged 10 to 15 into excessive play.
  • In a 10-participant experiment in the Snack Attack game, participants agreed significantly on rankings of both effectiveness (Kendall's W = 0.57) and enjoyment (Kendall's W = 0.73).
  • The physical robot agent, which required players to leave the keyboard, was ranked the most effective and most fun intervention, with qualitative feedback praising its attention-grabbing quality.
DiGRAJan 2003