DIGRA Conference 2003: Utrecht, The Netherlands
Digital Games Research Conference 2003, 4-6 November 2003, University of Utrecht, The Netherlands. 2003
Ernest Adams: The Construction of Ludic Space.

Jeffrey E. Brand, Scott Knight, Jakub Majewski: The Diverse Worlds of Computer Games: A Content Analysis of Spaces, Populations, Styles and Narratives.
Paul Catanese: Where have all the videogame console artists gone?.
Darryl Charles: Enhancing gameplay: challenges for articifical intelligence in digital games.
Laust Juul Christensen, Thomas Tae-Yang Jørgensen, Anker Helms Jørgensen: Developing a hybrid of MMORPG and LARP using usability methods: the case of Takkar.
Mia Consalvo: It's no videogame: news commentary and the second gulf war.
Marinka Copier: The other game researcher: participating in and watching the costruction of boundaries in game studies.
Patrick Crogan: Wargaming and Computer Games: Fun with the Future.
Simon Egenfeldt-Nielsen: Keep the monkey rolling: eye-hand coordination in Super Monkey Ball.
Simon Egenfeldt-Nielsen: Exploration in computer games - a new starting point.
Berry Eggen, Loe M. G. Feijs, Mark de Graaf, Peter Peters: Breaking the flow: Intervention in computer game play through physical and Intervention in computer game play through physical and on-screen interaction.

Martin Ericsson: Enchanting reality: a vision of big experiences on small platforms.
Martin Flintham, Rob Anastasi, Steve Benford, Adam Drozd, James Mathrick, Duncan Rowland, Amanda Oldroyd, Jon Sutton, Nick Tandavanitj, Matt Adams, Ju Row-Farr: Uncle Roy all around you: mixing games and theatre on the city streets.
Gonzalo Frasca: Ludologists love stories, too: notes from a debate that never took place.
Matt Garite: The Ideology of Interactivity (or Video Games and Taylorization of Leisure).
Sara M. Grimes: "You Shoot Like A Girl!": The Female Protagonist in Action-Adventure Video Games.
Anna Gunder: As if by Magic: On Harry Potter as a Novel and Computer Game.
John Halloran, Yvonne Rogers, Geraldine Fitzpatrick: From text to talk: multiplayer games and voiceover IP.
William Huber: Ka as shomin-geki: Problematizing videogame studies.
Jeroen Janz, Raynel G. Martis: The representation of gender and ethnicity in digital interactive games.
Troels Degn Johansson: Vertigo and verticality in Super Monkey Ball.
Jesper Juul: The game, the player, the world: looking for a heart of gameness.
Aki Järvinen: Making and breaking games: a typology of rules.
Kristine Jørgensen: Problem Solving: The Essence of Player Action in Computer Games.
Börje Felipe Fernandes Karlsson: Issues and Approaches in Artificial Intelligence Middleware Development for Digital Games and Entertainment Products.
Aphra Kerr: Women just want to have fun - a study of adult female players of digital games.
Eva Kingsepp: Apocalypse the Spielberg Way: Representations of Death and Ethics in Saving Private Ryan, Band of Brothers and the Videogame Medal of Honor: Frontline.
Jan H. G. Klabbers: The gaming landscape: a taxonomy for classifying games and simulations.
Lisbeth Klastrup: "You can't help shouting and yelling": fun and social interaction in Super Monkey Ball.
Elina M. I. Koivisto: Supporting Communities in Massively Multiplayer Online Role-Playing Games by Game Design.
Tomi Kujanpää, Tony Manninen: Supporting visual elements of non-verbal communication in computer game avatars.
Julian Kücklich: The playability of texts vs. the readability of games: towards a holistic theory of fictionality.
Sybille Lammes: On the border: pleasure of exploration and colonial mastery in Civilization III play the world.
Petri Lankoski, Satu Heliö, Inger Ekman: Characters in Computer Games: Toward Understanding Interpretation and Design.
Maaike Lauwaert: In search iof a "fifth dimension".
Holin Lin, Chuen-Tsai Sun, Hong-Hong Tinn: Exploring clan culture: social enclaves and cooperation in online games.
Rikke Magnussen, Morten Misfeldt, Tasha Buch: Participatory design and opposing interests in development of educational computer games.
Jane McGonigal: A Real Little Game: The Pinocchio Effect in Pervasive Play.
Michael Mateas: Expressive AI: Games and Artificial Intelligence.
Mike Molesworth: Encounters with consumption during computer-mediated play: the development of digital games as marketing communication media.
Sue Morris: WADs, Bots and Mods: Multiplayer FPS Games as Co-creative Media.
David Myers: The attack of the backstories (and why they won't win).
Peter Nikken: Parental mediation of children's video game playing: A similar construct as television mediation.
Ralph Noble, Kathleen Ruiz, Marc Destefano, Jonathan Mintz: Conditions of Engagement in Game Simulation: Contexts of Gender, Culture and Age.
Cindy Poremba: Patches of Peace: Tiny Signs of Agency in Digital Games.
Stanislav Roudavski, François Penz: Space, Agency, Meaning and Drama in Navigable Real-Time Virtual Environments.
Keven Schut: Technology tells a tale: digital games and narrative.
A. Fleming Seay, William J. Jerome, Kevin Sang Lee, Robert E. Kraut: Project Massive 1.0: Organizational Commitment, Sociability and Extraversion in Massively Multiplayer Online Games.
Miguel Sicart: Family Values: Ideology, Computer Games & Sims.
Iain Simons, James Newman: All Your Base Are Belong To Us: Videogame culture and textual production online.
Chuen-Tsai Sun, Holin Lin, Cheng-Hong Ho: Game Tips as Gifts: Social Interactions and Rational Calculations in Computer Gaming.
Melanie Swalwell: "This isn't a computer game you know!": revisiting the computer games/televised war analogy.
T. L. Taylor: Power games just want to have fun?: instrumental play in a MMOG.
Susana Pajares Tosca: The appeal of cute monkeys.
Steffen P. Walz: Delightful identification & persuasion: towards an analytical and applied rhetoric of digital games.
Matthew Weise: How Videogames Express Ideas.



