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DiGRA

Association538 reports · 111 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 Ethical Recognition of Marginalized Groups in Digital Games Culture
Whitepaper17 pages

Ethical Recognition of Marginalized Groups in Digital Games Culture

This paper argues that moral agents within digital games culture, including publishers, developers, critics, researchers, and players, bear an ethical obligation to promote equal treatment, opportunities, and justice for marginalized groups.

DiGRAJan 2015
Cover of How Gaming Achieves Popularity: The Case of The Smash Brothers
Article

How Gaming Achieves Popularity: The Case of The Smash Brothers

A 2015 DiGRA study by Elmezeny and Wimmer examines how digital game culture is represented in mainstream and online media, using the crowd-funded YouTube documentary series The Smash Brothers as a case study.

DiGRAJan 2015
Cover of Time to Reminisce and Die: Representing Old Age in Art Games
Whitepaper12 pages

Time to Reminisce and Die: Representing Old Age in Art Games

"Time to Reminisce and Die: Representing Old Age in Art Games" argues that the medium's depictions of aging are narrow, and that older characters are rarely developed as complete, agentic figures.

DiGRAJan 2015
Cover of Independent Gamework and Identity: Problems and Subjective Nuances
Whitepaper19 pages

Independent Gamework and Identity: Problems and Subjective Nuances

This study examines how independent game developers understand and practise their autonomy, and how that self-understanding is shaped by economic necessity.

DiGRAJan 2015
Cover of Inviting Grief into Games: The Game Design Process as Personal Dialogue
Whitepaper15 pages

Inviting Grief into Games: The Game Design Process as Personal Dialogue

Jocoi is a game about grief over the death of a baby, developed through collaboration with an Austrian self-help group for bereaved parents, and this paper argues that game design should move away from an "emotioneering" model, in which designers engineer emotional responses through stimulus and reaction, toward facilitating…

DiGRAJan 2015
Cover of Exploring Playful Experiences in Social Network Games
Report16 pages

Exploring Playful Experiences in Social Network Games

This study examines the playful experiences that players report while engaging with social network games, using the PLEX (Playful Experiences) framework as its analytical lens.

DiGRAJan 2015
Cover of Co-Creative Game Design in MMORPGs
Whitepaper18 pages

Co-Creative Game Design in MMORPGs

In "Co-Creative Game Design in MMORPGs," Patrick Prax proposes a model for understanding co-creation in massively multiplayer online games, using World of Warcraft as its central case.

DiGRAJan 2015
Cover of Ludology, Narratology and Philosophical Hermeneutics
Article

Ludology, Narratology and Philosophical Hermeneutics

This paper argues that hermeneutics, the theory of interpretation, is a valuable but underused method for analyzing discourse in game studies, and it proposes that the field's persistent questions about narrative, definition, and art can be approached with greater sophistication when hermeneutic principles are applied…

DiGRAJan 2014
Cover of Free-to-Play Games: Professionals' Perspectives
Whitepaper14 pages

Free-to-Play Games: Professionals' Perspectives

Game industry professionals in Finland generally regard the free-to-play model favorably, viewing it as a legitimate and often fairer alternative to upfront purchase, and as a practical necessity in mobile gaming.

DiGRAJan 2014
Cover of Player and Figure: An Analysis of a Scene in Kentucky Route Zero
Whitepaper21 pages

Player and Figure: An Analysis of a Scene in Kentucky Route Zero

In "Player and Figure: An Analysis of a Scene in Kentucky Route Zero," the author develops a two-axis, four-aspect model of the player-figure relation in games, arguing that earlier theories have conflated two distinct dualities: the ontological status of a playable figure as both self and other (avatar versus character), and…

DiGRAJan 2014
Cover of Devil's Plaything: On the Boundary Between Playful and Serious
Whitepaper11 pages

Devil's Plaything: On the Boundary Between Playful and Serious

Jørgensen's essay "Devil's Plaything" challenges the common assumption that seriousness and play are opposites.

DiGRAJan 2014
Cover of Material Culture and Angry Birds
Article

Material Culture and Angry Birds

The study argues that material culture remains central to digital games even as distribution has shifted toward digital-only models.

DiGRAJan 2014