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DiGRA

Association428 reports · 90 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 Casual Mobile Gameplay: On Integrated Practices of Research, Design and Play
Article

Casual Mobile Gameplay: On Integrated Practices of Research, Design and Play

The document argues that casual mobile games such as cubodo blur the boundary between play and everyday life, and that studying and designing them therefore requires research, design, and play to be integrated rather than separated.

DiGRAJan 2011
Cover of Game Spaces Speak Volumes: Indexical Storytelling
Whitepaper13 pages

Game Spaces Speak Volumes: Indexical Storytelling

Clara Fernández-Vara's DiGRA 2011 paper proposes "indexical storytelling" as a refinement of environmental storytelling, drawing on Peirce's semiotics to argue that game spaces can convey narrative through physical traces that players must interpret in order to progress.

DiGRAJan 2011
Cover of Online Video Games in Brazilian Public Health Communication
Whitepaper2 pages

Online Video Games in Brazilian Public Health Communication

This paper, drawn from an ongoing doctoral dissertation, examines the potential of online video games, particularly massively multiplayer online role-playing games (MMORPGs), as a channel for public health communication in Brazil.

DiGRAJan 2011
Cover of Why Gamers Don't Learn More: An Ecological Approach to Games as Learning Environments
Article

Why Gamers Don't Learn More: An Ecological Approach to Games as Learning Environments

Linderoth's paper challenges the widely held assumption that well-designed games are inherently good learning environments.

DiGRAJan 2010
Cover of Undercurrents: A Computer-Based Gameplay Tool to Support Tabletop Roleplaying
Whitepaper8 pages

Undercurrents: A Computer-Based Gameplay Tool to Support Tabletop Roleplaying

Undercurrents is a computer-based tool designed to support tabletop roleplaying without dictating its rules, pacing, or social dynamics.

DiGRAJan 2010
Cover of Leadership Style in World of Warcraft Raid Guilds
Whitepaper8 pages

Leadership Style in World of Warcraft Raid Guilds

Patrick Prax's study examines how leaders of World of Warcraft raiding guilds manage their organizations, comparing their approaches with those found in real-life settings.

DiGRAJan 2010
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.

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.

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.

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.

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.

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.

DiGRAJan 2010