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DiGRA Conference 2003: Utrecht, The Netherlands
- Digital Games Research Conference 2003, 4-6 November 2003, University of Utrecht, The Netherlands. 2003
- Espen Aarseth, Solveig Marie Smedstad, Lise Sunnanå:
A multidimensional typology of games. - Ernest Adams:
The Construction of Ludic Space. - Staffan Björk, Jussi Holopainen:
Describing Games: An Interaction-Centric Structural Framework. - Staffan Björk, Sus Lundgren, Jussi Holopainen:
Game Design Patterns. - Jeffrey E. Brand, Scott Knight, Jakub Majewski:
The Diverse Worlds of Computer Games: A Content Analysis of Spaces, Populations, Styles and Narratives. - Diane Carr, Andrew Burn, Gareth Schott, David Buckingham:
Textuality in video games. - Paul Catanese:
Where have all the videogame console artists gone?. - Darryl Charles:
Enhancing gameplay: challenges for articifical intelligence in digital games. - Florence M. Chee, Richard Smith:
Is Electronic Community an Addictive Substance? - 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. - Mirjam Eladhari, Craig A. Lindley:
Player Character Design Facilitating Emotional Depth in MMORPGs. - Tor Endestad, Leila Torgersen:
Computer games and violence: Is there really a connection? - Martin Ericsson:
Enchanting reality: a vision of big experiences on small platforms. - Laura Ermi, Frans Mäyrä:
Power and control of games: children as the actors of game cultures. - 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). - Shenja van der Graaf, David B. Nieborg:
Together we brand: America's Army. - 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 Humberto 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. - Chiel Kattenbelt, Joost Raessens:
Computer games and the complexicity of experience. - Aphra Kerr:
Women just want to have fun - a study of adult female players of digital games. - Geoff King, Tanya Krzywinska:
Gamescapes: exploration and virtual presence in game-worlds. - 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. - John Kirriemuir, Angela McFarlane:
Use of Computer and Video Games in the Classroom. - 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. - Beth E. Kolko, Alex Thayer:
Games as Technological Entry Point: A Case Study of Uzbekistan. - 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. - Grethe Mitchell, Andy Clarke:
Videogame art: remixing, reworking and other interventions. - 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. - Michael Nitsche, Maureen Thomas:
Stepping Back: Players as Active Participators. - 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. - Katie Salen, Eric Zimmerman:
This is not a game: play in cultural 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.
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