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DiGRA Conference 2005: Vancouver, British Columbia, Canada
- Digital Games Research Conference 2005, Changing Views: Worlds in Play, June 16-20, 2005, Vancouver, British Columbia, Canada. 2005
- Espen Aarseth:
Theorizing for design: The case for pure theory. - Espen Aarseth:
Meet Death Jr.: The culture and business of cross-media productions. - Suellen Adams:
Information Behavior and the Formation and Maintenance of Peer Cultures: A Case Study of MMORPG'. - Avery Alix:
Beyond P-1: Who Plays Online?. - Ariel Arbiser:
Towards the unification of intuitive and formal game concepts with applications to computer chess. - Dominic Arsenault:
Abstract of Dynamic Range: When Game Design and Narratives Unite. - Mahboubeh Asgari:
A Three-factor Model of Motivation and Game Design. - Barry Atkins:
Tomorrow, and Tomorrow, and Tomorrow: The Future-Orientation of Videogame Play. - Andrew Baerg:
Consumption, Identity and the Work of Play in ESPN NFL 2K5. - John Banks:
Opening the Production Pipeline: Unruly Creators. - Catherine Beavis:
Pretty good for a girl: gender, identity and computer games. - Katrin Becker, Michele Jacobsen:
Games for Learning: Are Schools Ready for What's to Come?. - Katrin Becker:
How Are Games Educational? Learning Theories Embodied in Games. - Geertje Bekebrede, Igor Mayer, Stijn-Pieter A. van Houten, Roy T. H. Chin, Alexander Verbraeck:
How Serious are serious games? Some lessons from Infra-games. - Patrik Bergman:
A computer game used for moral education - some empirical results. - Shoaleh Bigdeli, Mahboubeh Asgari:
Computer Games and Emotional Engagement. - Matteo Bittanti:
"Making Sense of Manhunt" or "Why We Play: The Seductions of Violent Entertainment". - Staffan Björk:
Stepping stones between design and theory. - Ian Bogost:
Frame and Metaphor in Political Games. - Nis Bojin:
What Do We Learn When We Change the Way We Play? Augmenting the Computer Gameplay Experience. - Amanda Bolton, Gregory Fouts:
Styles of Playing Violent Video Games: An Individual Differences Research Methodology. - Amanda Bolton, Gregory Fouts:
Individual Differences in Violent Video Game Play. - Maude Bonenfant:
Visual sign in video games. - Peter Border:
Dialog as a Game. - Kelly Boudreau:
Role Theory: The Line Between Roles as Design and Socialization in EverQuest. - Jeffrey E. Brand, Scott Knight:
The Narrative and Ludic Nexus in Computer Games: Diverse Worlds II. - Timothy Burke:
Matchmaker, Matchmaker, Make Me a Match: Artificial Societies vs. Virtual Worlds. - Zuraida Buter:
The Gaming Body. - Diane Carr:
Contexts, pleasures and preferences: girls playing computer games. - John Carroll, David Cameron:
Machinima: digital performance and emergent authorship. - Gianna Cassidy, Raymond MacDonald, Jon Sykes:
The Effects of Aggressive and Relaxing Popular Music on Driving Game Performance and Evaluation. - Jason Chambers:
The Sponsored Avatar: Examining the Present Reality and Future Possibilites of Advertising in Digital Games. - Erik Champion:
Place Space and Monkey Brains: Cognitive Mapping in Games and Other Media. - Geun-Young Chang, Leo Sang-Min Whang:
The Study on the Gamers' Lifestyles in On-line Game World: The Emergence of Cyber-Behavior Patterns in two Different Cultural Context of Korea and Japan. - Darryl Charles, Aphra Kerr, Moira McAlister, Michael McNeill, Julian Kücklich, Michaela M. Black, Adrian Moore, Karl Stringer:
Player-Centred Game Design: Adaptive Digital Games. - Florence M. Chee:
Understanding Korean experiences of online game hype, identity, and the menace of the "Wang-tta".. - Mark Chen, Beth E. Kolko, Elizabeth Cuddihy, Eliana Medina:
Modeling and Measuring Engagement in Computer Games. - Mark Chen:
Addressing social dilemmas and fostering cooperation through computer games. - Chad D. Ciavarro, Jim Bizzocchi, Nori Bradley, Ian Williamson, Bradley S. Paras, David Goodman:
Implementation of a 'karma' factor affects behaviour in a sports-action game. - Mia Consalvo:
Gaining Advantage: How Videogame Players Define and Negotiate Cheating. - Marinka Copier:
Connecting Worlds. Fantasy Role-Playing Games, Ritual Acts and the Magic Circle. - Greg Costikyan:
Game Styles, Innovation, and New Audiences: An Historical View. - Patrick Crogan:
Playing Through: the Future of Alternative and Critical Game Projects. - A. Brady Curlew:
Liberal Sims?: Simulated Difference and the Commodity of Social Diversity. - Jos de Mul:
1. The Game of Life: Narrative and Ludic Identity Formation in Computer Games. - David Deal:
The Ability of Online Branded Games to Build Brand Equity: An Exploratory Study. - Jill Denner, Steven Bean, Linda L. Werner:
Girls Creating Games: Challenging Existing Assumptions about Game Content. - Sara Diamond, Tom Donaldson, Anita Johnston:
Global Heart Rate. - Shanly Dixon, Bart Simon:
Boyhood Spaces: Play and Social Navigation through Video Games. - Michael W. Dobson, Dan Ha, Chad Ciavaro, Desmond E. Mulligan:
From the real-world data to game world experience: A method for developing plausible & engaging learning games. - Mikolaj Dymek, Thomas Lennerfors:
Among pasta-loving Mafiosos, drug-selling Columbians and noodle-eating Triads - Race, humour and interactive ethics in Grand Theft Auto III. - Isabelle Eaton:
Narrative comprehension in computer games: Implications for literacy and learning. - Peter Edelmann:
Framing Virtual Law. - Inger Ekman, Jussi Lahti, Jani Nummela, Petri Lankoski, Frans Mäyrä:
Designing Immersive Sound for a Pervasive Mobile Game. - Abdennour El Rhalibi, Steve Costa, David England:
Game Engineering for a Multiprocessor Architecture. - Abdennour El Rhalibi, Martin Hanneghan, Stephen Tang, David England:
Extending Soft Models to Game Design: Flow, Challenges and Conflicts. - Christian Elverdam, Espen Aarseth:
Game Classification as Game Design: Construction Through Critical Analysis. - Maia Engeli:
Playful Play with Games: Linking Level Editing to Learning in Art and Design. - Anders Eriksson, Kalle Grill:
Who owns my avatar? - Rights in virtual property. - Daniel Eriksson, Staffan Björk, Johan Peitz:
Socially Adaptable Games. - Laura Ermi, Frans Mäyrä:
Fundamental Components of the Gameplay Experience: Analysing Immersion. - Nicolas Esposito:
Immersion in Game Atmospheres for the Video Game Heritage Preservation. - Nicolas Esposito:
A Short and Simple Definition of What a Videogame Is. - Clara Fernández-Vara, José P. Zagal, Michael Mateas:
Evolution Of Space Configuration In Videogames. - Libero Ficocelli, David Gregg:
B.Sc. Computer Game Development ... Why not? - Mary Flanagan, Helen Nissenbaum, Daniel C. Howe:
New Design Methods for Activist Gaming. - Mary Flanagan:
"Cinderella Was A Hacker! and Other Notes from the Edge of Game Design". - Troels B. Folmann:
Game Music - learning from the Movies. - Troels B. Folmann:
Auditory Perception in Games. - Joshua Fouts, Douglas Thomas:
Public Diplomacy and Virtual Worlds. - Tracy Fullerton:
The Play's the Thing: Practicing Play as Community Foundation and Design Technique. - Johann Füller, Christoph Ihl, Markus Rieger:
The GameCreator: Self-Created Mobile Games on the Internet. - Lisa Galarneau:
Authentic Learning Experiences Through Play: Games, Simulations and the Construction of Knowledge. - Lisa Galarneau:
Spontaneous Communities of Learning: A Social Analysis of Learning Ecosystems in Massively Multiplayer Online Gaming (MMOG) Environments. - Seth Giddings:
Playing with non-humans: digital games as technocultural form. - Rui Gil, José Tavares, Licinio Roque:
Architecting Scalability for Massively Multiplayer Online Gaming Experiences. - Kiel Mark Gilleade, Alan J. Dix, Jennifer Allanson:
Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me (ACE). - Nicholas Glean:
Growing Complex Games. - Joyce Goggin:
Corpus Simsi: Or Can a Body Tell a Story?. - Renata Gomes:
The design of narrative as an immersive simulation. - Ross Graham, Hugh McCabe, Stephen Sheridan:
Realistic Agent Movement in Dynamic Game Environments. - Stephen Griffin:
Push. Play: An Examination of the Gameplay Button. - Sara M. Grimes:
"No Fair!": Intellectual Property and Cultural Participation in Children's Online Gaming. - Lizzie Haines:
Why are there so few women working in games?. - Steve Hannah:
My Document. - Elisabeth R. Hayes:
Learning and Literacies in the Social World of Tony Hawk Underground 2. - Satu Heliö:
Simulating the Storytelling Qualities of Life: Telling Stories with the Sims. - Lyn Henderson:
Video games: A significant cognitive artifact of contemporary youth culture. - Cher Hill:
x. - Rumiko Hoshino, Kiyoshi Shin, Akira Baba:
The Dawn of Game Studies in Japan: What Held Japanese Game Studies Back? - William Humberto Huber:
Fictive affinities in Final Fantasy XI: complicit and critical play in fantastic nations.. - Nina Huntemann:
When Games and Media Collide: A Political Economic Analysis of the Digital Games Industry. - Katherine Isbister:
A Social Psychological Approach to Games Research. - Kenji Ito:
Possibilities of Non-Commercial Games: The Case of Amateur Role Playing Game Designers in Japan. - Sara Mosberg Iversen:
Challenge Balance and Diversity: Playing TheSims and TheSims2. - Peter Jakobsson, Daniel Pargman:
Configuring the player - subversive behaviour in Project Entropia. - Darshana Jayemanne:
The Nip and the Bite. - Darshana Jayemanne:
A Brief History of Wasted Time. - Jennifer Jenson, Suzanne de Castell:
Her Own Boss: Gender and the Pursuit of Incompetent Play. - Will Jordan:
Ascending Abstraction: Form and Content in Go and Nethack. - Jesper Juul:
Half-Real: The Interplay between Game Rules and Game Fiction. - Aki Järvinen:
Theory as Game: Designing the Game Game. - Aki Järvinen:
Introduction to Game Design Research. - Jan Jörnmark, Ann-Sofie Axelsson, Mirko Ernkvist:
Wherever Hardware, There'll be Games. The evolution of hardware and shifting industrial leadership in the gaming industry 1968-2004. - Linda Kao, Cathleen Galas, Yasmin B. Kafai:
"A Totally Different World": Playing and Learning in Multi-User Virtual Environments. - Michael Katchabaw, Derek Elliott, Stephen Danton:
Neomancer: An Exercise in Interdisciplinary Academic Game Development. - Michael Katchabaw, Ryan Hanna:
Bringing New HOPE to Networked Games: Using Optimistic Execution to Improve Quality of Service. - Michael Katchabaw, Stephen Danton, Leif Gruenwoldt:
A Realistic Reaction System for Modern Video Games. - David Kaufman, David Chandross, Anthony Gurr:
Key Factors in the Design of Effective Games: Results of a Survey of Industry Experts and Advanced Gamers. - Paul Kearney:
Cognitive Callisthenics: Do FPS computer games enhance the player's cognitive abilities?. - Paul Kearney:
Playing in the Sandbox: Developing games for children with disabilities.. - Melanie Kellar, Carolyn R. Watters, Jack Duffy:
A Comparison of Motivational Factors between Game Players. - Helen W. Kennedy:
Gender, Race and Space in the Construction of Hegemonic Games Culture. - Aphra Kerr, Pat Brereton, Roddy Flynn, Julian Kücklich:
Intermedial Pleasures: The Enjoyment of Digital Games in the Context of Home Media Use. - Romana Khan, Jonathan Sykes:
Emotions evoked during collaborative and competitive play when players are co-located and spatially separated. - Juyun Kim:
Making Right(s) Decision: Artificial life and Rights Reconsidered. - Graeme Kirkpatrick:
The reception of personal computers in cold war Europe: a small scale comparative study. - James Kneafsey, Hugh McCabe:
CameraBots: Cinematography for Games with Non-Player Characters as Camera Operators. - Elina M. I. Koivisto, Christian Wenninger:
Enhancing player experience in MMORPGs with mobile features. - Lars Konzack, Thessa Lindof:
From Mass Audience to Massive Multiplayer: How Multiplayer Games Create New Media Politics. - Susan B. Kretchmer:
Changing Views of Commercialization in Digital Games: In-Game Advertising and Advergames as Worlds in Play. - Tanya Krzywinska:
'Who's World is it?': Creative Play and Player Presence in World of Warcraft. - Tomi Kujanpää, Tony Manninen:
Visual vs. Functional Design of 3D Models for Games. - Jari Laarni, Niklas Ravaja, Timo Saari:
Presence experience in mobile gaming. - Andreas Lange:
Digital Entertainment Culture behind the Iron Curtain. - Petri Lankoski:
Building and Reconstructing Character. A Case Study of Silent Hill 3. - Yu-Hao Lee, Holin Lin:
An Irrational Black Market? Boundary work perspective on the stigma of in-game asset transaction. - Holin Lin, Chuen-Tsai Sun:
The "White-Eyed" Player Culture: Grief Play and Construction of Deviance in MMORPGs. - Holin Lin:
(Gendered) Gaming Experience in Different Social Environments: From Home to Cyber Cafés. - M. A. Ben Lin, Jim Bizzocchi, Jim Budd:
Interface and Narrative Texture. - Craig A. Lindley, Mirjam Eladhari:
Narrative Structure in Trans-Reality Role-Playing Games: Integrating Story Construction from Live Action, Table Top and Computer-Based Role-Playing Games. - Heather Logas, Danny Muller:
Mise-en-scène Applied to Level Design: Adapting a Holistic Approach to Level Design. - Anders Sundnes Løvlie:
End of story? Quest, narrative and enactment in computer games. - Ian MacInnes:
Virtual Worlds in Asia: Business Models and Legal Issues. - Carsten Magerkurth, Maral Memisoglu:
Design and Evaluation of a Hybrid Games System Combining Physical and Virtual Components. - Rikke Magnussen:
Learning Games as a Platform for Simulated Science Practice. - Tony Manninen, Tuomo Korva:
Designing Puzzles for Collaborative Gaming Experience - CASE: eScape. - Jennifer Martin:
Virtually Visual: The effects of visual technologies on online identification. - Michael Mateas, Andrew Stern:
Build It to Understand It: Ludology Meets Narratology in Game Design Space. - Jane McGonigal:
SuperGaming! Distributed Design for Massively Collaborative Play, or, Why I Love Bees. - Jane McGonigal, Henry Lowood, Katherine Isbister:
Perform or Else: An Interdisciplinary Workshop on Extroverted Game Play. - Tammy McGraw, Krista Burdette, Kristine Chadwick:
The Effects of a Consumer-Oriented Multimedia Game on the Reading Disorders of Children with ADHD. - Eliana Medina:
Digital Games: A Motivational Perspective. - Punya Mishra:
DiGRA Symposium Abstract. - Mike Molesworth, Janice Denegri-Knott:
The pleasures and practices of virtualised consumption in digital spaces. - Markus Montola:
Designing Goals for Online Role-Players. - Jacquelyn Ford Morie, Celia Pearce:
The Y Factor: Gender and Games (Panel/Workshop). - Desmond E. Mulligan, Michael W. Dobson, Janet McCracken:
The use of Video Game Technology for Investigating Perceptual and Cognitive Awareness in Sports. - David Myers:
/hide: The aesthetics of group and solo play. - Nina Neulight, Yasmin B. Kafai:
What happens if you catch Whypox? Children's learning experiences of infectious disease in a multi-user virtual environment. - Ken Newman, Robert Grigg:
Albert Goes Narrative Contracting. - Simon Niedenthal:
Shadowplay workshop. - Simon Niedenthal:
Shadowplay: Simulated Illumination in Game Worlds. - Eva Nieuwdorp:
The Pervasive Interface; Tracing the Magic Circle. - Michael Nitsche:
Games, Montage and the First Person Point of View. - Nils Olson:
Cooperation, Collectivism, and Morality: rural gamer identity in Vulcan, Alberta. - Ronald D. Owston, André Kushniruk, Francis Ho, Kevin Pitts:
Evaluation of Web-based Games and Simulations Using the Virtual Usability Laboratory. - Bradley S. Paras, Jim Bizzocchi:
Game, Motivation, and Effective Learning: An Integrated Model for Educational Game Design. - Daniel Pargman, Andreas Eriksson:
Law, order and conflicts of interest in massively multiplayer online games. - Jim R. Parker, Sonny Chan:
OceanQuest: A University-Based Serious Game Project. - Leonard Paul:
Canadian Content in Video Games. - Nora Paul, Kathleen Hansen, Matt Taylor:
Modding NeverWinter Nights: a Simulation for Reinforcing Information Seeking Concepts for Mass Communication Students. - Matthew Payne:
Online Gaming as a Virtual Forum. - Celia Pearce:
Theory Wars: An Argument Against Arguments in the so-called Ludology/Narratology Debate. - Celia Pearce, Tracy Fullerton, Janine Fron:
Game Innovation Workshop (A Weeklong Atelier). - Federico Peinado, Pedro Pablo Gómez-Martín, Marco Antonio Gómez-Martín:
A Game Architecture for Emergent Story-Puzzles in a Persistent World. - Johan Peitz, Daniel Eriksson, Staffan Björk:
Augmented Board Games - Using Electronics to Enhance Gameplay in Board Games. - Caroline Pelletier:
The things we learned on Liberty Island: designing games to help people become competent game players. - Caroline Pelletier:
Studying Games in School: learning and teaching about game design, play and culture. - Bernard Perron:
A Cognitive Psychological Approach to Gameplay Emotions. - Debra Polson, Barbara Adkins, Marcos Caceres:
Lessor-known Worlds: Bridging the Telematic Flows with Located Human Experience Through Game Design. - Michael Power, Michel-Frédérick Gagnon, Lyse Langlois:
Judge for yourself: Ethical Advisor 1.0. - Joost Raessens, Jos de Mul, Douglas Rushkoff:
2. Computer Games as Participatory Media Culture. - Niklas Ravaja, Timo Saari, Jari Laarni, Kari Kallinen, Mikko Salminen, Jussi Holopainen, Aki Järvinen:
The Psychophysiology of Video Gaming: Phasic Emotional Responses to Game Events. - Jason Rhody:
Game Fiction: Playing the Interface in Prince of Persia: The Sands of Time and Asheron's Call. - Licinio Roque:
A Sociotechnical Conjecture about the Context and Development of Multiplayer Online Game Experiences. - Douglas Rushkoff:
3. Renaissance Now! The Gamers' Perspective. - Niklas Röber, Maic Masuch:
Playing Audio-only Games: A compendium of interacting with virtual, auditory Worlds. - Timo Saari, Niklas Ravaja, Jari Laarni, Marko Turpeinen:
Towards Emotionally Adapted Games based on User Controlled Emotion Knobs. - Timo Saari, Niklas Ravaja, Jari Laarni, Marko Turpeinen:
Persuasive Games and Simulations for Personal Health Management. - Javier Salazar:
On the Ontology of MMORPG Beings: A Theorethical Model for Research. - Katie Salen:
24-1: The Flashback Game Jam. - Katie Salen, Eric Zimmerman:
Multiplayer Play: Designing Social Interaction in Games. - Risto Sarvas, Marko Turpeinen, Perttu Virtanen, Herkko Hietanen, Fernando Herrera:
Legal and Organizational Issues in Collaborative User-Created Content. - Louise Sauvé, David Kaufman, Lise Renaud:
Games, Simulations and Simulation Games : theoretical underpinnings. - Louise Sauvé, Villardier Louis, Wilfried Probst, Gary M. Boyd, Víctor Germán Sánchez-Arias, David Kaufman:
Playing And Learning Without Borders: A Real-time Online Play Environment. - Jonathan Schaeffer, Mike Carbonaro, Duane Szafron, Maria Cutumisu, Matthew McNaughton, Curtis Onuczko, Thomas Roy, Stephanie Gillis, Sabrina Kratchmer:
Interactive Story Writing in the Classroom: Using Computer Games. - Gareth Schott:
Sex in Games: Representing and Desiring the Virtual. - Andreas Schrader, Bernhard Jung, Darren Carlson:
Tangible Interfaces for Pervasive Gaming. - Kevin Schut:
Mechanized Humanity: how Digital Games Tend to Present People. - Philip Sharp:
Game Over. - Philip Sharp:
Shenmue: Academia Distilled. - Eugenie Shinkle:
'Feel It, Don't Think: the Significance of Affect in the Study of Digital Games. - Miguel Sicart:
On the Foundations of Evil in Computer Game Cheating. - Miguel Sicart:
The Ethics of Computer Game Design. - Marko Siitonen:
Defining Multiplayer Computer Gaming Communities. - Bart Simon:
The Gamer and the Case Mod: Socio-Material Play and Expression in the LAN Party. - Jonas Heide Smith:
The problem of other players - in-game collaboration as collective action. - Olli Sotamaa:
"Have Fun Working with Our Product!": Critical Perspectives On Computer Game Mod Competitions. - Ulrike Spierling:
Interactive Digital Storytelling: Towards a Hybrid Conceptual Approach. - Kurt Squire, Levi Giovanetto:
The Higher Education of Gaming. - Gitte Stald:
Hit the Man: Fascination of Death and Violence in Computer Games. - Andrew Stapleton:
Research as Design-Design as Research. - Constance Steinkuehler:
Styles of Play: Gamer-Identified Trajectories of Participation in MMOGs. - Constance Steinkuehler, Dmitri Williams:
Where Everybody Knows Your (Screen) Name: Online Games as "Third Places". - Craig Stevenson:
Affective Gaming: Using pupil dilation to determine player arousal. - Melanie Swalwell:
Early Games Production in New Zealand. - Elizabeth Sweedyk, Marianne de Laet:
Games, Metaphor, and Learning. - José Tavares, Rui Gil, Licinio Roque:
Players as Authors: Conjecturing Online Game Creation Modalities and Infrastructure. - Nick T. Taylor:
Megamen: Masculinities at Play in a Campus Arcade. - David Thomas, Gary Haussmann:
Cinematic Camera as Videogame Cliché: Analysis and Software Demonstration. - Douglas Thomas:
2, 443 Quenkers and counting, or What in us really wants to grind? Examining the grind in Star Wars Galaxies: An Empire Divided. - Neal Thomas:
The Pokemon Parable. - Julie Tolmie, Steve DiPaola, Anthony Charles:
Towards an interactive visualization of game design patterns. - Charles V. Trappey, Claire Chang, Teng-Tai Hsiao, Ming-Hung Che, Wei-Jie Chiu:
Consumer Driven Computer Game Design. - Anders Tychsen:
Tales for the many: Storytelling in RPGs, LARPs and MMORPGs. - Mary Helen Ulicsak, Steve Sayers, Keri Facer, Ben Williamson:
Time out? Exploring the role of reflection in the design of games for learning. - Laura Vallius, Tony Manninen:
Between a rock and a hard place - the role of animation design in game production. - Ron Wakkary, Marek Hatala, Robb Lovell, Milena Droumeva, Alissa Nicole Antle, Dale Evernden, Jim Bizzocchi:
socio-ec(h)o: Ambient Intelligence and Gameplay. - Douglas Walls:
"Just Who Wears the Tights in This Household?": Technological Dramas, Gender Trouble, and Cryptic Studio's City of Heros. - Steffen P. Walz:
Research Issues in ArchITectural Game Design. - Christopher Warnes:
Baldur's Gate and History: Race and Alignment in Digital Role-Playing Games. - Carolyn R. Watters:
Game Genre Evolution for Educational Games. - Carolyn R. Watters, Fengan Liu, Hadi Kharrazi, Sageev Oore, Melanie Kellar, Michael A. Shepherd:
Building Classes of Entertaining Games for Health Education. - Mark Weiler:
Computer Games to Visualize Music: Using a 270-year-old Tradition to Imagine Digital Possibilities. - Matthew Weise:
The Role of Gamers in Critical Discourse.. - Leo Sang-Min Whang, Jee Yeon Kim:
The online game world as a product and the behavioral characteristics of online game consumers as role player. - Mats Wiklund:
Game mediated communication: Multiplayer games as the medium for computer based communication. - Dmitri Williams:
A Brief Social History of Game Play. - Ben Williamson, Stephen Sayers, Richard Sandford:
Racing Academy: peer-to-peer learning in a social racing game. - Wendy Wong:
Playing with Heritage: Semiotics and cultural analysis of the online Mahjong game in the global environment. - Nick Yee:
Motivations of Play in MMORPGs. - Erdal Yilmaz, Kursat Cagiltay:
History of Digital Games in Turkey. - Bryan-Mitchell Young:
Gaming Mind, Gaming Bodies: Mind-Body Split For the New Millenium. - José P. Zagal, Michael Mateas, Clara Fernández-Vara, Brian Hochhalter, Nolan Lichti:
Towards an Ontological Language for Game Analysis. - Veronica Zammitto:
The Expressions of Colours. - Quan Zhou, Beth E. Kolko:
The Localization of Digital Games: A Case Study in China. - Eric Zimmerman:
Theory is Play is Design is Theory.
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