yusuke1997/dblp-id-title huggingface dataset:
The Cheating Assemblage in MMORPGs: Toward a sociotechnical description of cheating
Glitch Game Testers: African American Men Breaking Open the Console
Good Violence, Bad Violence: The Ethics of Competition in Multiplayer Games
Negotiating Play: The Process of Rule Construction inProfessional Computer Gaming
Visual sign in video games
A Classification of Video Game Cartographic Maps
Understanding Play Practices: Contributions to the State of the Art [Panel Papers]
Understanding Empathy in Children through 3D Character Design
We are Alone but not Alone - Exploring Motivations for Paying Others to Playing Video Games Together
Design of a Serious Game for Cybersecurity Ethics Training
Three Shadowed Dimensions of Feminine Presence in Video Games
Growing Complex Games
Machinima: digital performance and emergent authorship
From the Magic Circle to Identity: A Case Study on Becoming a Videogame Designer in Singapore
Spectrum: Exploring the Effects of Player Experience on Game Design
Narrative comprehension in computer games: Implications for literacy and learning
Game Styles, Innovation, and New Audiences: An Historical View
An Empirical Taxonomy of Monetized Random Reward Mechanisms in Games
Gender Differences in Ethical Stances for Playing AR Games: The Case of Pokémon GO
First-Person Walkers: Understanding the Walker Experience through Four Design Themes
The Game Frame: Systemizing a Goffmanian Approach to Video Game Theory [Extended Abstract]
The Consumption of Food at Video Game Events
Effects of Sensory Immersion on Behavioural Indicators of Player Experience: Movement Synchrony and Controller Pressure
Between Pleasure and Power: Game Design Patterns In Clickbait Ludoporn
Game Streaming Revisited: Some Observations on Marginal Practices and Contexts
Exploring the Cause of Game (Derived) Arousal: What biometric accounts of player experience revealed
Textuality in video games
Sex and Videogames: A Case of Misappearance? [Abstract]
SuperGaming! Distributed Design for Massively Collaborative Play, or, Why I Love Bees
"To Get Help, Please Press X" The Rise of the Assistance Paradigm in Video Game Design
Boal on a Boat - Teaching Critical Game Making
A Game Palette and Guidelines for Game Development for Minority Languages - Case Karelian Language
Towards an analysis of virtual realism
Where Do Game Design Ideas Come From? Invention and Recycling in Games Developed in Sweden
Fictionalism and videogame aggression
Playful User Interfaces: Literature Review and Model for Analysis
2, 443 Quenkers and counting, or What in us really wants to grind? Examining the grind in Star Wars Galaxies: An Empire Divided
Play it for Real: Sustained Seamless Life/Game Merger in Momentum
Character-driven Narrative Engine. Storytelling System for building interactive narrative experiences
From Simulation to Imitation: New Controllers, New Forms of Play
A Bechdel Test for Computer Games?
Console Games in the Age of Convergence
Working Through Weightlessness in Postwar Japanese Tactical Wargames
The Sponsored Avatar: Examining the Present Reality and Future Possibilites of Advertising in Digital Games
A Game Architecture for Emergent Story-Puzzles in a Persistent World
The Limits of the Evolution of Female Characters in the Bioshock Franchise
Playing Through: the Future of Alternative and Critical Game Projects
Hit the Man: Fascination of Death and Violence in Computer Games
From Video Games to Virtual Reality (and Back). Introducing HACS (Historical-Analytical Comparative System) for the Documentation of Experiential Configurations in Gaming History
Joy Family: Japanese Board Games in the Post-War Shōwa Period
The Comparative Self: Understanding the Motivation to Play and the Subsequent Video Game Use
Effect of Video Games on Children's Aggressive Behavior and Pro-social Behavior: A Panel Study with Elementary School Students
Transgressive Gender Play: Profiles and Portraits of Girl Players in a Tween Virtual World
eSport and the Human Body: foundations for a popular aesthetics
Extending Soft Models to Game Design: Flow, Challenges and Conflicts
A Typology of Rumble
The other game researcher: participating in and watching the costruction of boundaries in game studies
Finding Meaning in Abstract Games: A Deep Reading of Sage Solitaire
Towards an Ontological Language for Game Analysis
Together we brand: America's Army
Can the Subaltern Game Design? An Exploratory Study About Creating a Decolonial Ludology Framework Through Ludonarratives
In search of a minimalist game
Where the Women Are(n't): Gender and a North American 'Pro-gaming' Scene [Abstract]
Making Sense of Game Aesthetics [Panel Abstracts]
"Cinderella Was A Hacker! and Other Notes from the Edge of Game Design"
Collegiate eSports as Learning Ecologies: Investigating Collaborative Learning and Cognition During Competitions
Affective and Bodily Involvement in Children's Tablet Play
Ascending Abstraction: Form and Content in Go and Nethack
Learning and Literacies in the Social World of Tony Hawk Underground 2
Wrecking the Game: The Artist as Griefer
"This isn't a computer game you know!": revisiting the computer games/televised war analogy
Towards an interactive visualization of game design patterns
Tomorrow, and Tomorrow, and Tomorrow: The Future-Orientation of Videogame Play
Spontaneous Communities of Learning: A Social Analysis of Learning Ecosystems in Massively Multiplayer Online Gaming (MMOG) Environments
An empirical investigation into the impact of the first-person role-playing games to improve knowledge retention in middle-school children in India: A pre-post study of the game 'Tattva Bhoomi'
The Pervasive Interface; Tracing the Magic Circle
Danger Close: Contesting Ideologies and Contemporary Military Conflict in First Person Shooters
A multidimensional typology of games
Information Behavior and the Formation and Maintenance of Peer Cultures: A Case Study of MMORPG'
"It Sucks for Me, and It Sucks for Them": The Emotional Labor of Women Twitch Streamers
Embodied Interactive Characters using Social Robots
Game Studies through 'Conceptual Games': The case of Doors
The Role of Micronarrative in the Design and Experience of Digital Games
Analysing the history of game controversies
"Sometimes I Like Killing as a Treat": Children's Transgressive Play in Minecraft
Disciplinary Identity of Game Scholars: An Outline
Building a Gamer: Player Preferences and Motivations Across Gender and Genre
Towards Communicative, Collaborative and Constructive Multi-Player Games
Evaluating Interactive Entertainment using Breakdown: Understanding Embodied Learning in Video Games
Canadian Content in Video Games
Own-experience learning in a digital playground: Measuringchildren's causal reasoning using video games
Xeno-ludens: deformativism and playful estrangement
Realistic Agent Movement in Dynamic Game Environments
Gaming DNA: On Narrative and Gameplay Gestalts
Analyzing the believability of game character behavior using the Game Agent Matrix
Just a Cyberplace The rules in videogames: between Ontology and Epistemology
Learnings from the case Maple Refugee: A story of free-to-play, probability, and gamer consumer activism
The Rise and Fall of CTS: Kenneth Burke Identifying with the World of Warcraft
How Videogames Express Ideas
"Who thinks beating a child is entertainment?": Ideological Constructions of the Figure of 'The Child' in Detroit: Become Human
Reality Dating Show Game Analysis
Playing with Heritage: Semiotics and cultural analysis of the online Mahjong game in the global environment
"A pure meritocracy blind to identity": Exploring the Online Responses to All-Female Teams in Reddit
Good Game Feel: An Empirically Grounded Framework for Juicy Design
A Chinese Cyber Diaspora: Contact and Identity Negotiation on Taiwanese WoW Servers
Towards a Model of the Design Process for Games
Recognizing New Literacies: Teachers and Students Negotiating the Creation of Video Games in School
Play, politics and public space: An analysis of culturaland biopolitical concerns in the design for urban play inCopenhagen
Game Jams and 'Heavy' Topics: Navigating anxiety throughgame creation
The role of gaming platforms in young males' trajectories of technical expertise
Designing Games to Effect Social Change
Computer Games / Cinema / Interfaces
The Gigue Is Up: High Culture Gets Game
Virtual Worlds and Fraud: Approaching Cybersecurity in Massively Multiplayer Online Games
On the border: pleasure of exploration and colonial mastery in Civilization III play the world
Theory is Play is Design is Theory
Design Guidelines for Learning Games: the Living Forest Game Design Case
Enacting aporia: Roger Caillois' game typology as formalist methodology
BurgerTime: A Proceduralist Investigation
Issues and Approaches in Artificial Intelligence Middleware Development for Digital Games and Entertainment Products
Beyond Adversarial: The Case for Game AI as Storytelling
Incongruous Avatars and Hilarious Sidekicks: Design Patterns for Comical Game Characters
Poly-Pervasive Playgrounds and Pitfalls: A DeploymentAutoethnography of What We Take With Us
Experimenting with Endogenous Design for Digital Therapy Games
Meta-Rules and Complicity in Brenda Brathwaite's Train
Controversies: Historicising the Computer Game
Piracy in the Caribbean: The Political Stakes of Videogame Piracy in Chávez's Venezuela
Eliciting Affective Responses Through Sentient Encounters in a Farming Computer Game
Is My Avatar MY Avatar? Character Autonomy and Automated Avatar Actions in Digital Games
Beyond the old game design: a new design paradigm in Game Studies through C-K Theory
Considering Large Student Teams in Game Development Education: A Post-Mortem
Review of Social Features in Social Network Games
Why are there so few women working in games?
The Use of Theory in Designing a Serious Game for the Reduction of Cognitive Biases
Applying the Two-Factor-Theory to the PLAY Heuristics
MUsE - A Framework for Reception-based Gaming Research
The Ethics of Indigenous Storytelling: using the Torque Game Engine to Support Australian Aboriginal Cultural Heritage
Reality Inspired Games: Expanding the Lens of Games' Claims to Authenticity
Exploring How Changes in Game Systems Generate Meaning
Gaining Advantage: How Videogame Players Define and Negotiate Cheating
Cooperation, Collectivism, and Morality: rural gamer identity in Vulcan, Alberta
A Data-driven Model for Mobile Game New Version Update Evaluation
Consumption, Identity and the Work of Play in ESPN NFL 2K5
Enhancing gameplay: challenges for articifical intelligence in digital games
Play's the Thing: A Framework to Study Videogames as Performance
Costume Agency in German Larp
Are Loot Boxes Gambling? Random reward mechanisms in video games
Experiential Modes of Game Play
Why do people use VR (games)? A study of continued use and spending
What makes young children active game players; ethnographic case study
Breaking Reality: Exploring Pervasive Cheating in Foursquare
Intermedial Pleasures: The Enjoyment of Digital Games in the Context of Home Media Use
Reciprocal Innovation in Modding Communities as a means of Increasing Cultural Diversity and Historical Accuracy in Video Games
Abusing the Player, and Making Them Like it Too! [Abstract]
Dots, Fruit, Speed and Pills: The Happy Consciousness of Pac-Man
Through the Looking Glass: Weavings between the Magic Circle and Immersive Processes in Video Games
The Long Decade of Game Studies: Case of Finland
Shadowplay workshop
Fake Rules, Real Fiction: Professional Wrestling and Videogames
A Taxonomy of Game Engines and the Tools that Drive the Industry
That Dragon, Cancer: Contemplating life and death in a medium that has frequently trivialized both
It's all fun and games... A history of ideas concerning gamification
You Played That? Game Studies Meets Game Criticism
Proceedings of the 2020 DiGRA International Conference: Play Everywhere, DiGRA 2020, Tampere, Finland [cancelled], 2020
Postdigital Play and the Aesthetics of Recruitment
Interactive Digital Storytelling: Towards a Hybrid Conceptual Approach
Spaces of Allegory. Non-Euclidean Spatiality as a Ludo-Poetic Device
Playful Practices in Ancient Greek Philosophy
Designing Unconventional Use of Conventional Displays in Games: Some Assembly Required
The State of the Art: Western Modes of Videogame Production
Methods Beyond the Screen: Conducting remote player studies for game design research
Elements of Social Action: A Micro- Analytic Approach to the Study of Collaborative Behavior in Digital Games
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, DiGRA/FDG 2016, Dundee, Scotland, UK, August 1-6, 2016
Boyhood Spaces: Play and Social Navigation through Video Games
Computer games and the complexicity of experience
Designing the Designer
Cues and insinuations: Indicating affordances of non-player character using visual indicators
'Feel It, Don't Think: the Significance of Affect in the Study of Digital Games
"He could be a bunny rabbit for all I care!": Identification with video game characters and arguments for diversity in representation
Class Tourism, Empathy Machines And Videogames
Exploring clan culture: social enclaves and cooperation in online games
Towards Qualia-Driven Design
Doing It Themselves! A Mixed-Method Study into the Motivations of Players to 'Create' in the Context of Gaming
Uncovering the (Hidden) Co-Creativity: Ethnographic Streaming for a Game Design Praxiology Research Project
Judge for yourself: Ethical Advisor 1.0
Visiting the Floating World: Tracing a Cultural History of Games Through Japan and America
Theorizing for design: The case for pure theory
Preliminary Poetics of Procedural Generation in Games
From 'Silly' to 'Scumbag': Reddit Discussion of a Case of Groping in a Virtual Reality Game
Make Videogames History: Game preservation and The National Videogame Archive
Emulation as a strategy for the preservation of games: the KEEP project
Enchanting reality: a vision of big experiences on small platforms
Team Structure in the Development of Game-based Learning Environments
Proceedings of the 2018 DiGRA International Conference: The Game is the Message, DiGRA 2018, Turin, Italy, July 25-28, 2018
A Certain Level of Abstraction
Habit and perception towards games and game-based learning in India: A survey study of awareness and experience with digital games
Playing another Game: Twinking in World of Warcraft
"Ruinensehnsucht" - Longing for Decay in Computer Games
Tangible Pleasures of Pervasive Role-Playing
Taxonomies for Transactions and User Engagement in Mobile Games
A Typology of Speeches within Board Game Players for Analyzing the Process of Games
A Framework of Player Objects in Virtual Environments
Power and control of games: children as the actors of game cultures
Cosplay - Material and Transmedial Culture in Play
The Lambent Reactive: Exploring the Audiovisual Kinesthetic Playform
Describing the Game Studies Canon: A Game Citation Analysis
From Mass Audience to Massive Multiplayer: How Multiplayer Games Create New Media Politics
Patterns of Play: Play-Personas in User-Centred Game Development
Game reward systems: Gaming experiences and social meanings
Analysing Cultural Heritage and its Representation in Video Games
Born in Fair Haven: Procedural Generation of Cultural Sign Systems
Balancing Three Different Foci in the Design of Serious Games: Engagement, Training Objective and Context
On Striated Wilderness and Prospect Pacing: Rural Open World Games as Liminal Spaces of the Man-Nature Dichotomy
Gods, Kings, and Historians: History and the Dual Diegesisof Crusader Kings in the Assemblage of Play
"Is This Really Happening?": Game Mechanics as Unreliable Narrator
Replacing preconceived accounts of digital games with experience of play: When parents went native in GTA IV
Girls Creating Games: Challenging Existing Assumptions about Game Content
Games as Technological Entry Point: A Case Study of Uzbekistan
The Gamer and the Case Mod: Socio-Material Play and Expression in the LAN Party
Studying Games in School: learning and teaching about game design, play and culture
The new gatekeepers: The occupational ideology of game journalism
Studying the Ground of Play: Towards Ludological Semioticsof Playful Traces
Player Typology in Theory and Practice
Around Sigeru Miyamoto: Enactment of "Creator" on Computer Games
Forbidden or Promising Fruit? An experimental study into the effects of warning labels on the purchase intention of digital gamers
Anxiety, Openness, and Activist Games: A Case Study for Critical Play
Modeling and Measuring Engagement in Computer Games
Game Design Patterns
Leveraging Play in Health-Based Games to Promote Sustained Behavior Change in Healthy Eating and Exercise
Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, DiGRA 2011, Hilversum, The Netherlands, September 14-17, 2011
Styles of Play: Gamer-Identified Trajectories of Participation in MMOGs
Requirements analysis and speculative design of support tools for TTRPG game masters
Parental mediation of children's video game playing: A similar construct as television mediation
Digital Games Research Conference 2005, Changing Views: Worlds in Play, June 16-20, 2005, Vancouver, British Columbia, Canada
More Than A Craze: Photographs of New Zealand's early digital games scene
Digitising Boardgames: Issues and Tensions
Social aspects in game accessibility research: a literature review
The Principal Characteristics of a Serious Game to Ensure Its Effective Design
The evolution of cyberpunk realia in video games
Critical Acclaim and Commercial Success in Mobile Free-to-Play Games
"Can you send me a photo?" - A Game-Based Approach for Increasing Young Children's Risk Awareness to Prevent Online Sexual Grooming
Affection Games in Digital Play: A Content Analysis of Web Playable Games
Keep the monkey rolling: eye-hand coordination in Super Monkey Ball
Sex in Games: Representing and Desiring the Virtual
Human, all too non-Human: Coop AI and the Conversation of Action
Spec Ops: The Line's Conventional Subversion of the Military Shooter
Design Lessons From Binary Fission: A Crowd Sourced Game for Precondition Discovery
Exhibition Strategies for Videogames in Art Institutions: Blank Arcade 2017
The representation of gender and ethnicity in digital interactive games
24-1: The Flashback Game Jam
Accessible Design of Serious Games for People with Intellectual Disabilities in Inclusive Vocational Education
When Games and Media Collide: A Political Economic Analysis of the Digital Games Industry
What are the odds? Lower compliance with Western loot box probability disclosure industry selfregulation than Chinese legal regulation
Memory of a Broken Dimension: a study in a politics of skill for experimental art games
Monsters and the Mall: Videogames and the Scopic Regimes of Shopping
Stealing from Grandma or Generating Cultural Knowledge? Contestations and Effects of Cheats in a Tween Virtual World
Modeling Epidemic Spread in Synthetic Populations - Virtual Plagues in Massively Multiplayer Online Games
Design and Development of Visualization Approaches for Informal Learning Game Logs
"We are two strong women" - Designing Empowerment in a Pervasive Game
Emotions evoked during collaborative and competitive play when players are co-located and spatially separated
PlayFit: Designing playful activity interventions for teenagers
Uncle Roy all around you: mixing games and theatre on the city streets
Defining Multiplayer Computer Gaming Communities
Workshopping with the Acculturative Game Design Framework
From Euclidean Space to Albertian Gaze : Traditions of Visual Representation in Games Beyond the Surface
Preventing a POX Among the People? A Design Case Study of a Public Health Game
Beyond the Wall: The Boundaries of the Neomedieval Town in Singleplayer Roleplaying Games
Finnish young adolescents' digital gaming and physical activity behaviour
Virtually Visual: The effects of visual technologies on online identification
Augmented Board Games - Using Electronics to Enhance Gameplay in Board Games
The Tapper Videogame Patent as a Series of Close Readings
In Situ: Researching corporate diversity initiatives with game developers
Feminist Art Game Praxis
Who owns my avatar? - Rights in virtual property
Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, DiGRA 2019, Kyoto, Japan, August 6-10, 2019
"Whose Game Is This Anyway?": Negotiating Corporate Ownership in a Virtual World
Proceedings of the 2014 DiGRA International Conference: <Active Noun> the <Verb> of game <Plural Noun>, DiGRA 2014, Salt Lake City, UT, USA, August 3-6, 2014
Antimimetic Rereading and Defamiliarization in Save the Date
Please Biofeed the Zombies: Enhancing the Gameplay and Display of a Horror Game Using Biofeedback
Posthumanist Attitude Towards Animals in Digital Games
The Gaming Body
Home Computing and Digital Game Piracy in the 1980s in Portugal
Digital Gaming During the Early COVID-19 Pandemic: Healthy Escapism and Social Connectedness
Does Platform Matter? A Game Design Analysis of Female Engagement in MOBA Games
The End of the Rainbow: In search of crossing points between organizations and play
Co-Creative Game Design in MMORPGs
The reception of personal computers in cold war Europe: a small scale comparative study
Peep-boxes to Pixels: An Alternative History of Video Game Space
Gameplay Design Patterns for Game Dialogues
Port or conversion? An ontological framework for classifying game versions
Game space topology revisited: A review of labyrinthine terminology
Understanding Japanese Games Education
Behaviour Change Wheel Driven Normative Feedback in a Serious Game for Energy Conservation
Beyond Mad Scientists and Distracted Geniuses: images of the Science and Scientists in Prey
A Proposed Taxonomy for the Design Qualities of Video Game Loading Interfaces and Processes
Intellectual Disability and Game Accessibility [Abstract]
Supporting visual elements of non-verbal communication in computer game avatars
Learning Games as a Platform for Simulated Science Practice
Push. Play: An Examination of the Gameplay Button
Mechanisms of the Soul - Tackling the Human Condition in Videogames
Cognitive Callisthenics: Do FPS computer games enhance the player's cognitive abilities?
Cultures of independent game production: Examining the relationship between community and labour
The Mobile Suit Gundam Franchise: a Case Study of Transmedia Storytelling Practices and the Role of Digital Games in Japan
Key Factors in the Design of Effective Games: Results of a Survey of Industry Experts and Advanced Gamers
Opening the Production Pipeline: Unruly Creators
Making and breaking games: a typology of rules
Playability and its Absence - A post-ludological critique
Critical Potential on the Brink of the Magic Circle
Motivational Landscapes of ARG Players: ASelf-Determination Theory Perspective
Critical Alternative Journalism from the Perspective of Game Journalists
Discovering a Threshold: a Novel Approach to the Ontology of VR
Racing Academy: peer-to-peer learning in a social racing game
Making Right(s) Decision: Artificial life and Rights Reconsidered
A Beginner's Guide to Painted Worlds: The Haunted Mansion, Dark Souls III, and the Playground of Interpretation
GameNet and GameSage: Videogame Discovery as Design Insight
'Detective - what were you hoping to accomplish?': Benign Violation as Means of Moral Detection in Disco Elysium
Proceedings of the 2007 DiGRA International Conference: Situated Play, DiGRA 2007, Tokyo, Japan, September 24-28, 2007
The Ability of Online Branded Games to Build Brand Equity: An Exploratory Study
A Three-factor Model of Motivation and Game Design
Business Games, Rationality and Control Logistics
Playing with(out) Power: Negotiated conventions of high performance networked play practices
The design of narrative as an immersive simulation
An Inclusive Perspective on Gameplay: Towards a wide understanding of gameplay in theory and praxis
History of Digital Games in Turkey
Videogame Music: chiptunes byte back?
Making Sense in Ludic Worlds. The Idealization of Immersive Postures in Movies and Video Games
Apocalypse the Spielberg Way: Representations of Death and Ethics in Saving Private Ryan, Band of Brothers and the Videogame Medal of Honor: Frontline
Social Architecture and the Emergence of Power Laws in Online Social Games