DiGRA Conference 2007:
: Proceedings of the 2007 DiGRA International Conference: Situated Play, DiGRA 2007, Tokyo, Japan, September 24-28, 2007. Digital Games Research Association 2007
: Human, all too non-Human: Coop AI and the Conversation of Action.
: The Contextual Game Experience: On the Socio-Cultural Contexts for Meaning in Digital Play.
, Mirko Ernkvist
: The unbound network of product and service interaction of the MMOG industry: with a case study of China.
: The Impact of Experience: The Influences of User and Online Review Ratings on the Performance of Video Games in the US Market.
Noah H. Keating
: The Lambent Reactive: Exploring the Audiovisual Kinesthetic Playform.
: Peep-boxes to Pixels: An Alternative History of Video Game Space.
, Chuen-Tsai Sun
: Cash Trade Within the Magic Circle: Free-to-Play Game Challenges and Massively Multiplayer Online Game Player Responses.
Amy S. Bruckman
: From Gamers to Scholars: Challenges of Teaching Game Studies.
: The Spontaneous Playfulness of Creativity: Lessons from Interactive Theatre for Digital Games.
Olli Tapio Leino
: Emotions about the Deniable/Undeniable: Sketch for a Classification of Game Content as Experienced.
: Playing another Game: Twinking in World of Warcraft.
: The Primordial Economics of Cheating: Trading Skill for Glory or Vital Steps to Evolved Play?
: Long-term motivations to play MMOGs: A longitudinal study on motivations, experience and behavior.
: Introducing Applied Ludology: Hands-on Methods for Game Studies.
: I Fought the Law: Transgressive Play and The Implied Player.
: Piracy in the Caribbean: The Political Stakes of Videogame Piracy in Chávez's Venezuela.
Aaron Chia-Yuan Hung
: Video games in context: An ethnographic study of situated meaning-making practices of Asian immigrant adolescents in New York City.
: Survey of the adjourned sale rate of the Japanese home video game industry.
: Gambling is in My Genes: Correlations between Personality Traits with Biological Basis and Digital Entertainment Choice.
: The Disappearance and Reappearance and Disappearance of the Player in Videogame Advertising.
: Self and selfishness in online social play.
: Monsters and the Mall: Videogames and the Scopic Regimes of Shopping.
: Cultures of Digital Gamers: Practices of Appropriation.
: Balancing Three Different Foci in the Design of Serious Games: Engagement, Training Objective and Context.
: Teacher roles in learning games - When games become situated in schools.
: Revising Immersion: A Conceptual Model for the Analysis of Digital Game Involvement.
, Leanna Madill
: Recognizing New Literacies: Teachers and Students Negotiating the Creation of Video Games in School.
: Narrating machines and interactive matrices: a semiotic common ground for game studies.
: Developing a pattern language for flow experiences in video games.
: Perceptions of Player in Game Design Literature.
: The place of mobile gaming: one history in locating mobility in the Asia-Pacific region.
: The Cultural Economy of Ludic Superflatness.
: Critical Potential on the Brink of the Magic Circle.
: Exporting Wars: Literature Theory and How It Explains the Video Game Industry.
: The State of the Art: Western Modes of Videogame Production.
: Real-Time Sweetspot: The Multiple Meanings of Game Company Playtests.
: "I am not a fan, I just play a lot" - If Power Gamers Aren't Fans, Who Are?
: From Rule-Breaking to ROM-Hacking: Theorizing the Computer Game-as-Commodity.
: Play with me: Exploring the autobiographical through digital games.
: Pricing models and Motivations for MMO play.
: Playing with the Rules: Social and Cultural Aspects of Game Rules in a Console Game Club.
: Approaching game-studies: towards a reflexive methodology of games as situated cultures.
: "Gamic Realism": Player, Perception and Action in Video Game Play.
: Counting barrels in Quake 4: affordances and homodiegetic structures in FPS worlds.
: Dimensions of Play: Gameplay, context, franchise and genre in player responses to Command and Conquer: Generals.
: Visiting the Floating World: Tracing a Cultural History of Games Through Japan and America.
: Waiting for Something to Happen: Narratives, Interactivity and Agency and the Video Game Cut-scene.