yusuke1997/dblp-id-title huggingface dataset:
"You Shoot Like A Girl!": The Female Protagonist in Action-Adventure Video Games
Greening Vvanderfell. An Ecocritical Retrospective on TheElder Scrolls III: Morrowind
Creative Communities: Shaping Process through Performance and Play
Paratextual Play: Unlocking the Nature of Making-of Material of Games
"More Interaction, More Story, More Lore": Motivations Related to Game-centric Transmedia
"Overwatch is anime" - Exploring an alternative interpretational framework for competitive gaming
Indie Game: The Movie: The Paper - Documentary Films and the Subfield of Independent Games
Patreon and Porn Games: Crowdfunding Games, Reward Categories and Backstage Passes
Among pasta-loving Mafiosos, drug-selling Columbians and noodle-eating Triads - Race, humour and interactive ethics in Grand Theft Auto III
Encounters with consumption during computer-mediated play: the development of digital games as marketing communication media
Waiting for Something to Happen: Narratives, Interactivity and Agency and the Video Game Cut-scene
Playing And Learning Without Borders: A Real-time Online Play Environment
Collaboration and Team Composition in Applied Game Creation Processes
Storygameness: Understanding Repeat Experience and the Desire for Closure in Storygames
Toward An Agential Realist Account of Digital Games: Revisiting Gamic Agency and Materiality
Discovering Social and Aesthetic Categories of Avatars: A Bottom-Up Artificial Intelligence Approach Using Image Clustering
Making Sense of 'Game Feel' through Affective Science
"I'm overburdened!" An Empirical Study of the Player, the Avatar, and the Gameworld
Knowledge Representation Schema of the Gameplay
Killing Time in Diner Dash: Representation, Gender, and Casual Games [Abstract]
Deployment mechanics in analog and digital strategic games: A historical and theoretical framework
Kingdom Hearts, Territoriality and Flow
Understanding Pervasive Games through Gameplay Design Patterns
Toward Ludic Gerontechnology: a Review of Games for Dementia Care
A Lightweight Videogame Dialogue Manager
Indie Game Studies Year Eleven
(Un)Playful player responses to exclusive video game publishing
Playful Fandom: Gaming, Media and the Ludic Dimensions of Textual Poaching
Digitising Diplomacy: Grand Strategy Video Games as an Introductory Tool for Learning Diplomacy and International Relations
A Study on New Gameplay Based on Brain-Computer Interface
Implementation of a 'karma' factor affects behaviour in a sports-action game
Designing Social Behaviour through Play
The Expressions of Colours
Narrative Structure in Trans-Reality Role-Playing Games: Integrating Story Construction from Live Action, Table Top and Computer-Based Role-Playing Games
From the real-world data to game world experience: A method for developing plausible & engaging learning games
Teacher roles in learning games - When games become situated in schools
Stepping Back: Players as Active Participators
The appeal of cute monkeys
I Predict a Riot: Making and Breaking Rules and Norms in League of Legends
Theory as Game: Designing the Game Game
The professional identity of gameworkers revisited. A qualitative inquiry on the case study of German professionals
Playing Audio-only Games: A compendium of interacting with virtual, auditory Worlds
The strenuous task of maintaining and making friends: Tensions between play and friendship in MMOs
Glitch Horror: BEN Drowned and the Fallibility of Technology in Game Fan Fiction
How to Reference a Digital Game
The Diversity of Attitudes towards Play at the Workplace - A Case of an Academic Community
The playability of texts vs. the readability of games: towards a holistic theory of fictionality
Game Development: a Teaching Challenge [Abstract]
A Framework for Choice Hermeneutics
A Game to Support Children's Participation in Urban Planning
"It's in the game" and above the game: An analysis of the players of sports videogames [Abstract]
Fusing Quantitative and Qualitative Methods in Virtual Worlds Behavioral Research
Baldur's Gate and History: Race and Alignment in Digital Role-Playing Games
Where have all the videogame console artists gone?
Online Diasporas: Theoretical Considerations on the Study of Diasporic Behavior in MMORPGs
Pornographic Games on Steam: Genres, Modes, and Milieus
Can Games Be AI Explanations? An Exploratory Study ofSimulation Games
The Effects of Aggressive and Relaxing Popular Music on Driving Game Performance and Evaluation
Finding the Post-Postwar Japan in Death Stranding's Sublime Ruins
Could an AI design a larp? Processes and applications
The Well-Played MOBA: How DotA 2 and League of Legends use Dramatic Dynamics
Critically Approaching the Playful and Participatory Genealogy of MOBAs
Mechanized Humanity: how Digital Games Tend to Present People
What Videogame Making Can Teach Us About Access and Ethics in Participatory Culture
Situations of Play: Patterns of Spatial Use in Videogames
Kairotopos: A reflection on Greek space/time concepts as design implications in Minecraft
The Narrative and Ludic Nexus in Computer Games: Diverse Worlds II
Everyone's a Winner at Warhammer 40K (or, at least not a loser)
Peer Puppeteers: Alternate Reality Gaming in Primary School Settings
People, Places, and Play: A research framework for digital game experience in a socio-spatial context
Perform or Else: An Interdisciplinary Workshop on Extroverted Game Play
Exploring anonymity in cooperative board games
Family Values: Ideology, Computer Games & Sims
Gamescapes: exploration and virtual presence in game-worlds
A Comparison of Motivational Factors between Game Players
Harvester of Desires: Gaming Amazon Echo through John Cayley's The Listeners
The game, the player, the world: looking for a heart of gameness
Inviting Grief into Games: The Game Design Process as Personal Dialogue
Framing Virtual Law
The Implied Designer and the Experience of Gameworlds
Playing with Patriarchy: Fatherhood in BioShock: Infinite, The Last of Us, and The Witcher 3: Wild Hunt
Jane Fonda's Wii Fit: Continuity, Contingency, and Concordance in Fitness Gaming
2. Computer Games as Participatory Media Culture
Real-Time Sweetspot: The Multiple Meanings of Game Company Playtests
Taking a Look at the Player's Gaze: The Effects of Gaze Visualizations on the Perceived Presence in Games
Game Essays as Critical Media and Research Praxis
Video games: A significant cognitive artifact of contemporary youth culture
The Similar Eye: Proxy Life and Public Space in the MMORPG
Polygonal Modeling: The Aestheticization of Identity
From Individual Characters to Large Crowds: Augmenting the Believability of Open-World Games through Exploring Social Emotion in Pedestrian Groups
A Brief History of Wasted Time
From text to talk: multiplayer games and voiceover IP
Allegorithmic Politics of Game Exchange - Subversion, Ideology, and Capitalism in Strategy Game
Counter fictions from the margins
Approaching game-studies: towards a reflexive methodology of games as situated cultures
Visual vs. Functional Design of 3D Models for Games
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory, DiGRA 2009, London, UK, September 1-4, 2009
Making sense of game-play: How can we examine learning and involvement?
A Cognitive Psychological Approach to Gameplay Emotions
Heritage Destruction and Videogames: A Perverse Relation
"We Don't Sell Blocks" Exploring Minecraft's Commissioning Market
What Do We Learn When We Change the Way We Play? Augmenting the Computer Gameplay Experience
Presence at History: Toward an Expression of Authentic Historical Content as Game Rules and Play
Auditory Perception in Games
Game Tips as Gifts: Social Interactions and Rational Calculations in Computer Gaming
Time to Reminisce and Die: Representing Old Age in Art Games
Understanding 21st Century's Mobile Device-Based Games within Boundaries
The Integration of the Computer-mediated Ludic Experience in Multisensory Environments
Aesthetics and Cosmetic Microtransactions in Path of Exile
CameraBots: Cinematography for Games with Non-Player Characters as Camera Operators
Creating Stealth Game Interventions for Attitude and Behavior Change: An "Embedded Design" Model
The Nip and the Bite
Why microtransactions may not necessarily be bad: a criticism of the consequentialist evaluation of video game monetisation
Shenmue: Academia Distilled
"Gamic Realism": Player, Perception and Action in Video Game Play
'Can't Stop The Signal?' The Design of the Dutch Firefly LARP
Esports Viewer Perspectives on Cheating in Competition
Digital Games for Education: When Meanings Play
Exploring Relevance, Meaningfulness, and Perceived Learning in Entertainment Games
The Localization of Digital Games: A Case Study in China
Retro Evolved: Level Design Practice exemplified by the Contemporary Retro Game
Law, order and conflicts of interest in massively multiplayer online games
"Gamification Does Not Belong at a University"
Techno-Giants: The Giant, the Machine and the Human
The Dawn of Game Studies in Japan: What Held Japanese Game Studies Back?
Play to make a city. Cultural-historical identities andaffordances in videogame versions of Hong Kong
The Higher Education of Gaming
Game Spaces Speak Volumes: Indexical Storytelling
Play: A Procrustean Probe
(Gendered) Gaming Experience in Different Social Environments: From Home to Cyber Cafés
Playing Across Media: Exploring Transtextuality in Competitive Games and eSports
Individual Differences in Violent Video Game Play
Building and Reconstructing Character. A Case Study of Silent Hill 3
The Disappearance and Reappearance and Disappearance of the Player in Videogame Advertising
"Some Assembly Required": Starting and Growing a Game Lab [Abstracts]
Playing the System: Comparing the Efficacy and Impact of Digital and Non-Digital Versions of a Collaborative Strategy Game
Casual mobile gameplay - On integrated practices of research, design and play
Self and selfishness in online social play
Design Concepts for Empowerment through Urban Play
Assassin's Creed III and the Aesthetics of Disappointment
Thanatogaming: Death, Videogames, and the Biopolitical State
Analysis of pay-what-you-want donation behavior in game communities on social live streaming services
The problem of other players - in-game collaboration as collective action
A Sociotechnical Conjecture about the Context and Development of Multiplayer Online Game Experiences
Bridging Gaming and Designing: Two Sites of Informal Design Learning [Abstract]
Demystifying guilds: MMORPG-playing and norms
Bleed-in, Bleed-out A Design Case in Board Game Therapy
Exploring the Uncanny Valley with Japanese Video Game Characters
Using the VNA Ideation Game at Global Game Jam
From Gamers to Scholars: Challenges of Teaching Game Studies
Testing the Power of Game Lessons: The Effects of Art and Narrative on Reducing Cognitive Biases
GDC vs. DiGRA: Gaps in Game Production Research
Transforming Game Narrative through Social Media: Studying the Mass Effect Universe of Twitter
The Diverse Worlds of Computer Games: A Content Analysis of Spaces, Populations, Styles and Narratives
The Ghosts of Empire: Asian Horror and Postcolonial Pastiche in the Filipino Visual Novel The Letter (2017)
It's no videogame: news commentary and the second gulf war
A Statistical Analysis of Player Improvement and Single-Player High Scores
Ludic Zombies: An Examination of Zombieism in Games
Early Computer Game Genre Preferences (1980-1984)
All The World's A Botfighter Stage: Notes on Location-based Multi-User Gaming
The Sightlence Game: Designing a Haptic Computer Game Interface
Creativity in the Game Design Classroom
Understanding the Contribution of Biometrics to Games User Research
Contextualizing Flow in Games
The Play's the Thing: Practicing Play as Community Foundation and Design Technique
Exploring the Effects of VR Gameplay Videos on Performance and Experience
Middle-aged Players' Memorable Experiences with Pokémon GO
Hybrid Board Game Design Guidelines
Mapping Time in Video Games
Towards a Playful Organization Ideal-type: Values of a Playful Organizational Culture
Locative Life: Geocaching, Mobile Gaming, and the Reassertion of Proximity [Abstract]
The EverQuest Speech Community
Play to Win, Profit & Entertain: a Study of Double Performance as Athlete and Streamer
Stories and Changing Social Norms: Representation of Gender in Video Games from 2007 to 2017
"LET ALL PARTAKE IN THE SUFFERING": MÖRK BORG as a Visual-Material Toolkit for Fan Remix
Revising Immersion: A Conceptual Model for the Analysis of Digital Game Involvement
Playing with the Rules: Social and Cultural Aspects of Game Rules in a Console Game Club
Encoding liveness: Performance and real-time rendering in machinima
Patches and Player Community Perceptions: Analysis of No Man's Sky Steam Reviews
In the army now - Narrative elements and realism in military first-person shooters
The Role of Gamers in Critical Discourse.
Designing Games as Playable Concepts: Five Design Values for Tiny Embedded Educational Games
The Space Between Debord and Pikachu
"I am not a fan, I just play a lot" - If Power Gamers Aren't Fans, Who Are?
Design and Evaluation of a Hybrid Games System Combining Physical and Virtual Components
Game Jams as an Opportunity for Industry Development
Keeping It Reel: Is Machinima A Form Of Art?
Attention-Based Initiative In Real Time Strategy
Player-Character Dynamics in Multi-Player Role Playing Games
Half-Real: The Interplay between Game Rules and Game Fiction
Free-to-Play or Pay-to-Win?: Casual, Hardcore, and Hearthstone
Interface and Narrative Texture
A Real Little Game: The Pinocchio Effect in Pervasive Play
A Touch of Medieval: Narrative, Magic and Computer Technology in Massively Multiplayer Computer Role-Playing Games
The Effects of a Consumer-Oriented Multimedia Game on the Reading Disorders of Children with ADHD
Her Own Boss: Gender and the Pursuit of Incompetent Play
Cash Trade Within the Magic Circle: Free-to-Play Game Challenges and Massively Multiplayer Online Game Player Responses
Proceedings of the 2017 DiGRA International Conference, DiGRA 2017, Melbourne, Australia, July 2-6, 2017
Toys Traveling through Geocaching: Mobile, Social and Hybrid Values of Play
Mapping the game landscape: Locating genres using functional classification
Grief in Mobile Games
The Hegemony of Play
Interaction Manifestations at the Roots of Experiencing Multiplayer Computer Games
On the Foundations of Evil in Computer Game Cheating
Adapting the Empty Orchestra: the Performance of Play in Karaoke
A Procedural Critique of Deontological Reasoning
Abstractions of a meaningless act: (spending) time in the gaming world [Abstract]
A computer game used for moral education - some empirical results
Considering the Person in the Puzzle: Challenging common assumptions about Sudoku player strategies
Building Classes of Entertaining Games for Health Education
Intersectional Masculinities in Mass Effect
The imbalanced state of free-to-play game research: A literature review
Configuring the player - subversive behaviour in Project Entropia
Public Diplomacy and Virtual Worlds
The online game world as a product and the behavioral characteristics of online game consumers as role player
Pushing in from the Margins: Player Efforts to Insert Polish-Lithuanian Cultural Heritage into Games
Foreword - Proceedings of DiGRA 2013 : DeFragging Game Studies
Players as Authors: Conjecturing Online Game Creation Modalities and Infrastructure
Girls and Gaming: Gender Research, "Progress" and the Death of Interpretation
Complexities of Gaming Cultures: Adolescent gamers adapting and transforming learning [Abstracts]
Systematic Analysis of In-Game Purchases and Social Features of Mobile Social Games in Japan
And Then You Wait: The Issue of Dead Time in Social Network Games
Isomorphic Game Interaction Technique Patterns for Single Button: Definition and Evaluation
In the Flux: A Constructivist Perspective on Effort andEmotions in Tabletop Games
Grow-A-Game: A Tool for Values Conscious Design and Analysis of Digital Games
"Who Am 'I' in the Game?": A Typology of the Modes of Ludic Subjectivity
Recovery and Support: Motivations for Playing a Social Video Game in the Midst of a Pandemic
Introducing Applied Ludology: Hands-on Methods for Game Studies
Dawn of Machinic Cyclicality: Life as We Don't Know
The Pleasure of the Playable Text: Towards an Aesthetic Theory of Computer Games
Stepping stones between design and theory
Players and the Love Game: Conceptualizing Cheating with Erotic Role Players in World of Warcraft
The City in Singleplayer Fantasy Role Playing Games
Press Enter or Escape to Play - Deconstructing Escapism in Multiplayer Gaming
Guidelines to Design Interactive Open-ended Play Installations for Children Placed in a Free Play Environment
Insights into Competence Development Through Playfulness in a Cooperative Game Scenario: A Preliminary Study
The Quest in a Generated World
Exporting Wars: Literature Theory and How It Explains the Video Game Industry
Enhancing player experience in MMORPGs with mobile features
Place Space and Monkey Brains: Cognitive Mapping in Games and Other Media
Play Arcs: Structuring Player Stories for CoDesign & Content Generation in Persistent Game Worlds
Narrative Friction in Alternate Reality Games: Design Insights from Conspiracy For Good
Profiling Academic Research on Digital Games Using Text Mining Tools
'No Light Sabres Allowed': Role-playing in Star Wars Galaxies [Abstract]
Cryptomarkets Gamified: What Can We Learn by Playing CryptoKitties?
A TRU Proposal to the Ladies, through #selfcare, Mary Astell, and Xenofeminism
Exploring E-sports: A Case Study of Gameplay in Counter-strike
Ka as shomin-geki: Problematizing videogame studies
"How many headshots you've done": Achievement as discursive practice in videogame play
The Order of Play: Seeing, Teaching, and Learning Meaning in Video Games
Pervasive Persuasive: A Rhetorical Design Approach to a Location-Based Spell-Casting Game for Tourists
Meaning Making Through Constraint: Modernist Poetics and Game Design Analysis
1. The Game of Life: Narrative and Ludic Identity Formation in Computer Games
Games for Learning: Are Schools Ready for What's to Come?
Learning and Enjoyment in Serious Gaming - Contradiction or Complement?
This is not a game: play in cultural environments
Is this still participation? A case study of the disempowerment of player labourers
Situated Play - Just a Temporary Blip?
Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me (ACE)
What Makes Online Collectible Card Games Fun to Play?
Motivation and flow experience as crucial factors in the completion of narrative games
MMOs as Practices
Effects of Game Design Features on Player-Avatar Relationships and Motivation for Buying Decorative Virtual Items
Role Theory: The Line Between Roles as Design and Socialization in EverQuest
'What sort of Fish was it?' How Players Understand their Narrative in Online Games
Pretty good for a girl: gender, identity and computer games
Data-driven Analysis Platform for Indie Mobile Game Publishing
"Fear the Old Blood": The Gothicism of Bloodborne
Player Rating Systems for Balancing Human Computation Games: Testing the Effect of Bipartiteness
Beyond Procedurality: Situating The Witness in the Proceduralism Debate
Tales for the many: Storytelling in RPGs, LARPs and MMORPGs
Defining Operational Logics
Overwatch as a Shared Universe: Game Worlds in a Transmedial Franchise
Using microgenetic methods to investigate problem solving in video games
Criticizing Caillois: Examining How Players Perceive Rules in Play and Games
Designing a Serious Game for General Practice Management
A Conceptual Model for the Study of Persuasive Games
Making it Unfamiliar in the "Right" Way: An Empirical Study of Poetic Gameplay
Commoditization of Helping Players Play: Rise of the Service Paradigm
Modeling and Designing for Key Elements of Curiosity: Risking Failure, Valuing Questions
Design Bleed: A Standpoint Methodology for Game Design
A Method For Discovering Values in Digital Games
The "not so" Beautiful Game: a study on Brazilian players of the fantasy soccer game Cartola FC
Rules in Computer Games Compared to Rules in Traditional Games
EVE Online: The Worlds of Wealth and War
Balance Boards and Dance Pads: The Impact of Innovation on Gendered Access to Gaming [Abstract]
The Ethics of Computer Game Design
Sustainability in City-Building Games
Sami Game Jam - Learning, Exploring, Reflecting and Sharing Indigenous Culture through Game Jamming
What Videogame Making Can Teach Us About Literacy and Learning: Alternative Pathways into Participatory Culture
Games, Simulations and Simulation Games : theoretical underpinnings
Interactive Biotechnology: Design Rules for Integrating Biological Matter into Digital Games
Hong Kong and Insect Rhetoric: The Spatial Politics of Pokémon GO
4x Gamer as Myth: Understanding through Player Mythologies
Cross-format analysis of the gaming experience in multi-player role-playing games
'Who's World is it?': Creative Play and Player Presence in World of Warcraft
Theorycrafting: from collective intelligence to intrinsic satisfaction
Towards Genre as a Game Design Research Approach
The pleasures and practices of virtualised consumption in digital spaces
Boys' Play in the Fourth Space: Freedom of Movements in a Tween Virtual World
Comparing actual and virtual movement in a play anywhere mobile AR location-based story
Between a rock and a hard place - the role of animation design in game production
An Exploitation Ecosystem Model for Fan-based Labour in the Games Industry
Player Character Design Facilitating Emotional Depth in MMORPGs
Selling the Imperium: Changing Organisational Culture and History in EVE Online
Long-term motivations to play MMOGs: A longitudinal study on motivations, experience and behavior
Modding NeverWinter Nights: a Simulation for Reinforcing Information Seeking Concepts for Mass Communication Students
Proceedings of the 2015 DiGRA International Conference: Diversity of Play, DiGRA 2015, Lüneburg, Germany, May 14-17, 2015
The Pretence Awareness Contexts and Oscillating Nature of Coaching Frames
Viewpoints AI: Procedurally Representing and Reasoning about Gestures
Of discs, boxes and cartridges: the material life of digital games
Meaningful Movement: The Labyrinth and 'Castlevania: Symphony of the Night' [Extended Abstract]
World of Warcraft, the Aftermath How game elements transfer into real life perceptions and experiences [Abstract]
On the Maintenance of Meaning: A Deleuzian View on Proceduralism
Emotions about the Deniable/Undeniable: Sketch for a Classification of Game Content as Experienced
Game mediated communication: Multiplayer games as the medium for computer based communication
Gold farming in the MMORPG (Massive Multiplayer Online Role Playing Game), World of Warcraft. An ethical perspective on a controversial growth market. [Abstract]
Legal and Organizational Issues in Collaborative User-Created Content
The Tragedy of Betrayal: How the Design of Ico and Shadow of the Colossus Elicits Emotion
Digital Games Research Conference 2003, 4-6 November 2003, University of Utrecht, The Netherlands
Problem Based Game Design - Engaging Students by Innovation
Computer Games to Visualize Music: Using a 270-year-old Tradition to Imagine Digital Possibilities
Popular History: Historical Awareness of Digital Gaming in Finland from the 1980s to the 2010s
Independent gamework and identity: Problems and subjective nuances
Challenge Balance and Diversity: Playing TheSims and TheSims2
Video Games, Learning, and the Shifting Educational Landscape
Untangling Twine: A Platform Study
The Post-Game Foodmob: Labor and Leisure in LARPing
Frame and Metaphor in Political Games
A Cognitivist Theory of Affordances for Games
The Contextual Game Experience: On the Socio-Cultural Contexts for Meaning in Digital Play
Saving the Planet One Game at A Time
An affordance based model for gameplay
Understanding Korean experiences of online game hype, identity, and the menace of the "Wang-tta".
Possibilities of Non-Commercial Games: The Case of Amateur Role Playing Game Designers in Japan
This is not a Door: an Ecological approach to Computer Games
A Literary Excursion Into the Hidden (Fan) Fictional Worlds of Tetris, Starcraft, and Dreamfall