Skip to main content
DiGRA logo

DiGRA

Association900 reports · 224 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 And Justice for All: The 10 Commandments of Online Games, and Then Some
Article

And Justice for All: The 10 Commandments of Online Games, and Then Some

This paper examines the rules that players themselves create to govern guilds in massively multiplayer online games (MMOGs) and clans in first-person shooter (FPS) games.

  • The study analyzed 30 publicly posted player-authored rule sets (20 MMOG guilds and 10 FPS clans) from a convenience sample, framing them as a form of governance that fills gaps left by formal game rules, which the authors call "implicit rules."
  • Both genres share a zero-tolerance stance toward racist and sexist remarks and common definitions of cheating, with variation mainly in how sanctions are applied and how strictly commitment is enforced.
  • Raiding guilds and competitive clans use more instrumental, results-oriented structures, while MMOG guilds prioritize social cohesion and rely mainly on warnings as their principal sanction.
DiGRAJan 2010
Cover of Social Play? A Study of Social Interaction in Temporary Group Formation (PUG) in World of Warcraft
Whitepaper8 pages

Social Play? A Study of Social Interaction in Temporary Group Formation (PUG) in World of Warcraft

Drawing on 24 recorded random dungeon runs in World of Warcraft, this study examines social interaction in pick-up groups (PUGs), the temporary teams players form to complete dungeons with strangers.

  • Pick-up group interaction in World of Warcraft dungeons is predominantly instrumental, focused on tactics, rewards, and task completion, with greetings, farewells, and rapport-building rare.
  • The study, based on 24 recorded random dungeon runs, characterizes PUGs as largely "unsocial" when measured against the social expectations commonly associated with massively multiplayer online games.
  • Sociable exchanges occur mainly when group members already share a guild or prior acquaintance, indicating that social engagement depends on existing ties rather than arising spontaneously in temporary groups.
DiGRAJan 2010
Cover of Designing for Player Experience: How Professional Game Developers Communicate Design Visions
Whitepaper8 pages

Designing for Player Experience: How Professional Game Developers Communicate Design Visions

Hagen's study examines how professional game developers articulate and communicate the intended player experience of their games, focusing on Swedish studios.

  • Designing for player experience, meaning the feelings a player should have rather than mechanics alone, is a widely practiced approach among professional developers, according to Hagen's study of six interviews with developers from five major Swedish studios.
  • Strong game development depends on communicating a shared design vision so that team members can be creative within a common framework across large, multidisciplinary groups.
  • Studios such as Dice, Harmonix, Avalanche, and Starbreeze communicate their visions through concise descriptors, similes, anti-exemplars, concept art, animation, and music rather than lengthy documents.
DiGRAJan 2010
Cover of Review on Psychophysiological Methods in Game Research
Article

Review on Psychophysiological Methods in Game Research

Kivikangas and colleagues' review examines how psychophysiological methods, which record bodily signals such as facial muscle activity, skin conductance, cardiac activity, and brain oscillations, can be applied to the study of games and play.

  • Psychophysiological measures such as facial EMG (linked to emotional valence), electrodermal activity (linked to arousal), cardiac activity, and brain oscillations offer objectivity, continuous recording, and sensitivity to moment-to-moment experience, but face challenges in signal interpretation, a lack of shared theory, and the need for large samples and tightly controlled designs.
  • In the FUGA project, electrodermal activity and facial EMG recorded during play predicted actual play behavior one week later, suggesting physiological responses can carry meaningful predictive value.
  • Studies of social play report higher arousal and more positive valence when people compete against a friend or human opponent than against a computer, showing that social context shapes game experience.
DiGRAJan 2010
Cover of On Making Good Games: Using Player Virtue Ethics and Gameplay Design Patterns to Identify Generally Desirable Gameplay Features
Whitepaper8 pages

On Making Good Games: Using Player Virtue Ethics and Gameplay Design Patterns to Identify Generally Desirable Gameplay Features

Björk's paper argues that a good game is one that supports its intended use, which is to cultivate good players, and it adopts Sicart's six player virtues (Sense of Achievement, Explorative Curiosity, Socializing Nature, Balanced Aggression, Care for Game Balance, and Sportsmanship) as the framework for judging that goodness.

  • The paper argues a good game is one that supports its intended use of cultivating good players, judged by Sicart's six player virtues: Sense of Achievement, Explorative Curiosity, Socializing Nature, Balanced Aggression, Care for Game Balance, and Sportsmanship.
  • Prominent design frameworks such as MDA, the Game Ontology Project, and the 400 rules project do not explicitly connect design guidance to what makes games good, a gap the paper aims to fill by mapping design patterns onto the virtues.
  • An initial scan identified 24 gameplay design patterns relating to three or more virtues, with a further 161, 131, and 50 patterns relating to one, two, and three virtues respectively.
DiGRAJan 2010
Cover of The Positive Negative Experience in Extreme Role-Playing
Whitepaper8 pages

The Positive Negative Experience in Extreme Role-Playing

Markus Montola's study examines two Nordic freeform role-playing games, Gang Rape and The Journey, which are deliberately engineered to provoke horror, disgust, powerlessness, and discomfort.

  • The study by Markus Montola examines two Nordic freeform role-playing games, Gang Rape and The Journey, engineered to provoke horror, disgust, powerlessness, and discomfort, and argues they produce a "positive negative" experience in which players find sessions gratifying and powerful rather than enjoyable.
  • Based on interviews with fifteen experienced players, the work finds a consistent pattern of distress alongside appreciation: many reported crying, physiological stress, and lingering discomfort, yet none regretted playing Gang Rape and most reported positive takeaways.
  • The "bleed" designs, which blur the boundary between player and character, make it difficult for participants to disengage from the fiction once a session begins, and they foster intense bonding and reliance on mutual support among players.
DiGRAJan 2010
Cover of I'm in Love with Someone That Doesn't Exist!!: Bleed in the Context of a Computer Game
Article

I'm in Love with Someone That Doesn't Exist!!: Bleed in the Context of a Computer Game

This paper examines how romance functions as a gameplay experience in Dragon Age: Origins, a single-player role-playing game, and argues that its romance options can produce an emotional "bleed" effect similar to that found in non-computerized role-play, in which players partly share the emotions of their characters.

  • The paper argues that Dragon Age: Origins' romance options can produce an emotional "bleed" effect, in which players partly share the emotions of their characters, comparable to non-computerized role-play.
  • Dragon Age integrates romance into both its storyline and its approval system, which strengthens party members' combat abilities, rather than treating it as a standalone theme or mechanic.
  • The author contrasts three romance approaches: romance as a fixed narrative theme (Fahrenheit, Heavy Rain), as interactive romance (Mass Effect, Baldur's Gate II), and as an explicit mechanic (The Sims).
DiGRAJan 2010
Cover of A Public Place of Their Own: A Fieldstudy of a Game Café as a Third Place
Report8 pages

A Public Place of Their Own: A Fieldstudy of a Game Café as a Third Place

Jonsson's study examines Phantasy, a game café in Stockholm, as a "third place" in Ray Oldenburg's sense: a social setting distinct from home and work where people gather informally.

  • The study examines Phantasy, a game café in Stockholm, through field observations and interviews conducted in 2005 and 2007, applying Ray Oldenburg's 'third place' concept to young male online and network gamers aged roughly 14 to 25.
  • The café functions as a space of autonomy for regulars, offering an escape from parental restrictions and moral judgment in a home-like, homogeneous environment where players socialize, form fleeting relationships, and play together in person.
  • Swedish parents in the study viewed game cafés favorably, a marked contrast to the more contested parental attitudes reported in Asian contexts, suggesting cultural framing shapes how these venues are perceived.
DiGRAJan 2010
Cover of Understanding Play Practices: Contributions to the State of the Art
Whitepaper18 pages

Understanding Play Practices: Contributions to the State of the Art

The collection "Understanding Play Practices" argues that computer games and related play forms should be understood as hybrids of text and practice, in which authored structures meet the genuine agency of players.

  • The collection argues games should be understood as hybrids of text and practice, rejecting a rigid text/practice dichotomy in favor of a 'playership' model of how players act within and beyond designed systems.
  • It offers a four-part typology of relations (corridor, secret passage, fake bifurcation, true bifurcation) for assessing whether a game's apparent choices reflect genuine player freedom or merely the appearance of options.
  • The work is primarily theoretical, based on close analysis of representative titles rather than empirical measurement, so it provides no quantitative data on player behavior or market figures.
DiGRAJan 2009
Cover of The Words of Warcraft: Relational Text Analysis of Quests in an MMORPG
Whitepaper11 pages

The Words of Warcraft: Relational Text Analysis of Quests in an MMORPG

This study applies relational text analysis to the full World of Warcraft quest corpus, roughly 6,765 texts divided into Horde-only, Alliance-only, and shared sets, arguing that examining the complete body of quests captures game culture more faithfully than focusing on a handful of representative examples.

  • Faction-specific quest corpora in World of Warcraft are strikingly similar: the five most frequent terms appear in identical rank order across Horde-only, Alliance-only, and shared sets, and over half of faction-available content is shared verbatim between Horde and Alliance.
  • The dominant shared core across all quests is a small set of actions, chiefly players confronting enemy mobs at quest givers' request, which outweighs narrative content in structuring the text.
  • Local differences exist: Horde texts use more aggressive language and reference their own faction more often, violence-related vocabulary appears slightly more in Horde and shared quests than Alliance quests, and Scarlet Crusade references cluster in shared quests.
DiGRAJan 2009
Cover of Processing Play: Perceptions of Persuasion
Whitepaper8 pages

Processing Play: Perceptions of Persuasion

This position paper by Mattias Svahn of the Stockholm School of Economics proposes a theoretical model for understanding how players perceive and process "play" when it blends with persuasive intent, such as in advergames, serious games, and pervasive games.

  • The paper proposes a theoretical model merging the heuristic-systematic dual-process theory of persuasion with Roger Caillois's Paidia-to-Ludus continuum of play to explain how playful experiences are cognitively processed.
  • The model rests on a sufficiency principle: perceivers balance a drive for cognitive economy against a desire for confidence in their judgments.
  • The author predicts that games perceived as more complex or novel will be processed more systematically, while familiar or easy games, and the flow states they produce over time, will tend toward heuristic processing.
DiGRAJan 2009
Cover of Modeling Games with Petri Nets
Whitepaper9 pages

Modeling Games with Petri Nets

This paper argues that Petri nets offer a viable and in some respects superior alternative to conventional UML and flowchart notations for modeling game systems and game flow, particularly where concurrency, conflict, and resource management are involved.

  • Petri nets are argued to be a viable and in some respects superior alternative to UML and flowchart notations for modeling game systems and game flow, especially where concurrency, conflict, and resource management are involved.
  • Most common game-design visual notations lack formal semantics, so they cannot be rigorously validated or simulated, allowing unwanted behaviors, balancing problems, and loopholes to go undetected until playtesting.
  • Petri nets pair a simple graphical notation with a mathematically defined structure that supports formal analysis for deadlocks, starvation, and precedence, as well as simulation during the design stage.
DiGRAJan 2009