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DiGRA

Association219 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 A Method for Discovering Values in Digital Games
Whitepaper9 pages

A Method for Discovering Values in Digital Games

"A Method for Discovering Values in Digital Games" presents the Values Cards exercise, a practical tool that helps game designers identify and discuss human values such as equality, justice, generosity, and competition that are embedded in game mechanics, representation, and players' prior experiences.

DiGRAJan 2007
Cover of Pervasive Persuasive: A Rhetorical Design Approach to a Location-Based Spell-Casting Game for Tourists
Whitepaper9 pages

Pervasive Persuasive: A Rhetorical Design Approach to a Location-Based Spell-Casting Game for Tourists

"Pervasive Persuasive" presents REXplorer, a location-based pervasive spell-casting game launched in June 2007 in Regensburg, Germany, and argues for a rhetorical design approach to persuading tourists toward situated history learning and city exploration.

DiGRAJan 2007
Cover of Human, All Too Non-Human: Coop AI and the Conversation of Action
Whitepaper5 pages

Human, All Too Non-Human: Coop AI and the Conversation of Action

Bart Simon's paper examines how cooperative artificial intelligence in contemporary digital games, particularly Activision's Call of Duty 2, reshapes the relationship between players and machines compared with the competitive human-versus-computer framing established by chess and the 1997 Deep Blue–Kasparov match.

DiGRAJan 2007
Cover of Ghastly Multiplication: Fatal Frame II and the Videogame Uncanny
Whitepaper5 pages

Ghastly Multiplication: Fatal Frame II and the Videogame Uncanny

This paper offers a close-play and close-reading analysis of Fatal Frame II: Crimson Butterfly, a 2003 PlayStation 2 survival horror game developed by Tecmo, to argue that the videogame uncanny is produced not merely by borrowing literary or filmic techniques but through the interplay of operational demands and affective…

DiGRAJan 2007
Cover of Mapping Time in Video Games
Whitepaper7 pages

Mapping Time in Video Games

Michael Nitsche's paper "Mapping Time in Video Games" argues that players are situated in both space and time when playing, and that our understanding of temporal structures in games depends on our comprehension of their spatial relationships.

DiGRAJan 2007
Cover of Understanding Pervasive Games through Gameplay Design Patterns
Whitepaper9 pages

Understanding Pervasive Games through Gameplay Design Patterns

The 2007 study "Understanding Pervasive Games through Gameplay Design Patterns" examines how pervasive games, those that extend play into everyday physical and social spaces, can be characterized and organized through a shared vocabulary of design patterns.

DiGRAJan 2007
Cover of Designing a Game to Model Consumer Misbehavior
Whitepaper7 pages

Designing a Game to Model Consumer Misbehavior

This paper argues that computer games, grounded in game design theory, offer a controlled, ethical, and engaging means of studying consumer misbehavior, a phenomenon driven largely by emotion that is difficult to examine through self-reports, direct observation, or role-play.

DiGRAJan 2007
Cover of Peep-Boxes to Pixels: An Alternative History of Video Game Space
Whitepaper8 pages

Peep-Boxes to Pixels: An Alternative History of Video Game Space

Philip Sharp's "Peep-Boxes to Pixels: An Alternative History of Video Game Space" argues that video game arcades emerged from the convergence of leisure practices, technological innovation, and cultural identity rather than from a single line of technical progress.

DiGRAJan 2007
Cover of Temporal Frames: A Unifying Framework for the Analysis of Game Temporality
Whitepaper8 pages

Temporal Frames: A Unifying Framework for the Analysis of Game Temporality

"Temporal Frames" proposes a formal analytical tool for studying how time operates in games, grounded in a relationist view in which temporal properties arise from relationships among events rather than from time as an independent container.

DiGRAJan 2007
Cover of The Lambent Reactive: Exploring the Audiovisual Kinesthetic Playform
Whitepaper7 pages

The Lambent Reactive: Exploring the Audiovisual Kinesthetic Playform

This paper presents the Lambent Reactive, an audiovisual kinesthetic gaming environment built around a 36-tile networked floor of pressure-sensitive, individually addressable light-emitting tiles, paired with a 5.1-channel speaker system and music software.

DiGRAJan 2007
Cover of The Impact of Experience: The Influences of User and Online Review Ratings on the Performance of Video Games in the US Market
Whitepaper10 pages

The Impact of Experience: The Influences of User and Online Review Ratings on the Performance of Video Games in the US Market

Published research on the US video game market examines whether user and online press ratings function as signals of perceived quality that shape commercial outcomes for experience goods, which buyers cannot fully evaluate before purchase.

DiGRAJan 2007
Cover of The Unbound Network of Product and Service Interaction of the MMOG Industry: With a Case Study of China
Whitepaper11 pages

The Unbound Network of Product and Service Interaction of the MMOG Industry: With a Case Study of China

The MMOG industry is presented as a rapidly expanding, knowledge-intensive service sector whose competitive dynamics cannot be fully explained by studying individual firms in isolation.

DiGRAJan 2007