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DiGRA

Association538 reports · 114 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 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
Cover of DeFragging Game Studies: Proceedings of DiGRA 2013
Whitepaper2 pages

DeFragging Game Studies: Proceedings of DiGRA 2013

The proceedings front matter from the sixth biannual Digital Games Research Association conference, held August 26–29, 2013, in Atlanta, Georgia, frames game studies as an interdiscipline that must balance growth with coherence.

DiGRAJan 2014
Cover of Attention Whore! Perception of Female Players Who Identify Themselves as Women in the Communities of MMOs
Whitepaper13 pages

Attention Whore! Perception of Female Players Who Identify Themselves as Women in the Communities of MMOs

This study examines how female players who identify as women experience massively multiplayer online games (MMOs), focusing on how they present their gender online and whether they encounter romantic advances, harassment, or subtler forms of gender-based treatment.

DiGRAJan 2014
Cover of DeFragging Regulation: From Putative Effects to 'Researched' Accounts of Player Experience
Whitepaper15 pages

DeFragging Regulation: From Putative Effects to 'Researched' Accounts of Player Experience

This paper, by Schott, Marczak, Mäyrä, and van Vught, argues that regulatory and media-effects debates about violent video games have treated violence as a homogeneous category and have overlooked how game systems, interactivity, and mechanics shape what players actually experience.

DiGRAJan 2014
Cover of Spec Ops: The Line's Conventional Subversion of the Military Shooter
Article

Spec Ops: The Line's Conventional Subversion of the Military Shooter

Brendan Keogh's paper argues that Spec Ops: The Line critiques the military shooter genre by subverting its conventions from within, exposing the violence and moral ambiguity that the genre's romantic, technologically superior depictions of modern warfare tend to obscure.

DiGRAJan 2014
Cover of Untangling Twine: A Platform Study
Whitepaper10 pages

Untangling Twine: A Platform Study

Jane Friedhoff's platform study examines why Twine, a free tool for creating branching interactive stories, has become the primary venue for personal and non-mainstream games dealing with marginalization, queerness, mental health, and discrimination.

DiGRAJan 2014
Cover of Analyzing the Believability of Game Character Behavior Using the Game Agent Matrix
Whitepaper11 pages

Analyzing the Believability of Game Character Behavior Using the Game Agent Matrix

This paper examines how convincingly non-player characters (NPCs) in modern single-player games behave as human-like agents, a property the authors call believable behavior.

DiGRAJan 2014
Cover of The Pretence Awareness Contexts and Oscillating Nature of Coaching Frames
Whitepaper15 pages

The Pretence Awareness Contexts and Oscillating Nature of Coaching Frames

Coaching in multiplayer games, the authors argue, forms a temporary and recurring play frame in which players move back and forth between instructing newcomers and playing normally.

DiGRAJan 2014
Cover of Incongruous Avatars and Hilarious Sidekicks: Design Patterns for Comical Game Characters
Whitepaper16 pages

Incongruous Avatars and Hilarious Sidekicks: Design Patterns for Comical Game Characters

This paper proposes a structured approach to humour in game character design, grounding its analysis in classical theories of humour, namely superiority, relief, and incongruity.

DiGRAJan 2014
Cover of Game Design and Business Model: An Analysis of Diablo 3
Whitepaper17 pages

Game Design and Business Model: An Analysis of Diablo 3

Diablo 3 is examined here as a case study in how business models shape game design, with particular attention to the Real-Money Auction House (RMAH) that Blizzard operated for the game.

DiGRAJan 2014