yusuke1997/dblp-id-title huggingface dataset:
Epistemic games & applied drama: Converging conventions for serious play
Game jockey as an intermediary between DJ practice and video games
A Platform-Independent Model for Videogame Gameplay Specification
The attack of the backstories (and why they won't win)
Me, myself and others: Connecting player identification to gaming social capital
Avatars, Gender and Sexuality for Brazilian Players on Rust
The Construction of Ludic Space
Counting barrels in Quake 4: affordances and homodiegetic structures in FPS worlds
Integrating Curiosity and Uncertainty in Game Design
You Are What You Play? A Quantitative Study into Game Design Preferences across Gender and Their Interaction with Gaming Habits
Creating Meaningful Games through Values-Driven Design Principles
Now It's Impersonal: On Player Decentered Design
Persuasive Games and Simulations for Personal Health Management
Classification of Gameplay Interaction in Digital Cultural Heritage
Online Video Games in Brazilian Public Health Communication
Project Massive 1.0: Organizational Commitment, Sociability and Extraversion in Massively Multiplayer Online Games
The Critical Role of Media Representations, Reduced Stigma and Increased Access in D&D's Resurgence
Proceedings of the 2024 DiGRA International Conference: Playgrounds, DiGRA 2024, Guadalajara, México, July 1-5, 2024
Connections: An intergenerational feminist game art timeline
Participatory design and opposing interests in development of educational computer games
Serious Games in language learning and teaching - a theoretical perspective
Polarized Pills vs. Gaming Thrills: Empirical Exploration of r/TheRedPill and r/TheBluePill Users in r/gaming
EVE is Real
From Trash to Treasure: Exploring how video games are moving from popular culture to cultural heritage
Cinematic Camera as Videogame Cliché: Analysis and Software Demonstration
Serious Game Jam Operation Manual: Prototype Development and Evaluation
Crime and Deviance in Esports: A Routine Activities TheoryApproach
Playing or Being Played? Choice and Agency in Videogames: Reflecting on The Witcher III: Wild Hunt (2016)
Temporal Frames: A Unifying Framework for the Analysis of Game Temporality
Subjective Experience of Rule-Based Immersion in AbstractStrategy Tabletop Games
Proceedings of the 2022 DiGRA International Conference: Bringing Worlds Together, DiGRA 2022, Kraków, Poland, July 7-11, 2022
Consumer Driven Computer Game Design
Gender, Race and Space in the Construction of Hegemonic Games Culture
A Character in Your Hand: Puppetry to Inform Game Controls
Situated Play and Mobile Gaming
Ethically Notable Videogames: Moral Dilemmas and Gameplay
"We're Excited to Chart this Unknown Territory Together": Storytelling Strategies in Patch Notes Documents
Workshop: Ethics in Videogames [Extended Abstracts]
Playing with Data Bases
Modeling the Semiotic Structure of Game Characters
Designing Fun: A Method to Identify Experiential Elements in Analog Abstract Games
Mobile Gaming with Children in Rural India: Contextual Factors in the Use of Game Design Patterns
Developing a pattern language for flow experiences in video games
Final Fantasy VII Remake: In Search of Queer Celebration
Digital Entertainment Culture behind the Iron Curtain
Digital Art in the Age of Social Media: A Case Study of the politics of personalization via cute culture
From Catch the Flag to Shock and Awe: how World of Warcraft Negotiates Battle
Taiko no Tatsujin: Musical literacy in the Media Mix
Source Code and Formal Analysis: A Hermeneutic Reading of Passage
Prank, Troll, Gross and Gore: Performance Issues in Esport Live-Streaming
Romance Never Changes? Or Does It?: Fallout, Queerness, and Mods
Defining the Global Ludo Polychotomy
What happens if you catch Whypox? Children's learning experiences of infectious disease in a multi-user virtual environment
A Short and Simple Definition of What a Videogame Is
From Generative to Conventional Play: MOBA and League of Legends
Agency Reconsidered
Exploring the Role of Narrative Puzzles in Game Storytelling
DESIGN(er) META Game
Game as history: How does Pentiment recreate a vividsixteenth-century central European everyday life?
The Y Factor: Gender and Games (Panel/Workshop)
'Remembering How You Died': Memory, Death and Temporality in Videogames [Extended Abstract]
iDTV Gamers: The Emergence of a New Community?
What's a Mini-Game? The Anatomy of Fishing Mini-Games
The Cultural Economy of Ludic Superflatness
Handheld games, game design, displayless space, amodal completion [Abstract]
The Player-Learner Experience: A Comparison of Game Masters and Pedagogical Practices
Using Interactive Social Story Games to Teach Social Skills to Children with Autism
The game boy's network. A network analysis of the German digital games industry
Video Games and the Training of Sociality: A Survey of Video Game Players
Editors of Play: The Scripts and Practices of Co-creativity in Minecraft and LittleBigPlanet
Socially Adaptable Games
Understanding Content Creation: An Exploration of theSocial, Technical, and Professional Elements of Video GameContent Creation
Gamers at War: The Relationship Between Military and Esports
Teaching Serious Game App Design Through Client-based Projects
Gameplay Design Patterns for Believable Non-Player Characters
The hidden intricacy of loot box design: A granular description of random mone-tized reward features
New Design Methods for Activist Gaming
G-Player: Exploratory Visual Analytics for Accessible Knowledge Discovery
Making the Familiar Unfamiliar: Techniques for Creating Poetic Gameplay
Delightful identification & persuasion: towards an analytical and applied rhetoric of digital games
Collegiate E-sports as Work or Play
Suit The System To The Player: A Methodology for Physical Creativity
"Yes, I Cheat, but Not Blatantly": The Use of Macros in Racing Games as Transgressive Play
Killing Like a Girl: Gendered Gaming and Girl Gamers' Visibility
Presence experience in mobile gaming
Narrating machines and interactive matrices: a semiotic common ground for game studies
"I commenced an examination of a game called 'tit-tat-to'": Charles Babbage and the "First" Computer Game
Effects of Peripheral Visual Information on Performance of Video Game with Hemi-Spherical Immersive Projection Screen
Expressive AI: Games and Artificial Intelligence
Genre in Genre: The Role of Music in Music Games
Collusion. Mapping the Interplay between Paid and Unpaid Labourers in the Digital Games Industry [Abstract]
The Concept and Research of Gendered Game Culture
What Happens when a Cyberworld Ends? The case of There.com
The map as playground: Locationbased games as cartographical practices
Horror Videogames and the Uncanny
DATAPLAY: Mapping Game Mechanics to Traditional Data Visualization
Cultures of Digital Gamers: Practices of Appropriation
Characters in Computer Games: Toward Understanding Interpretation and Design
What Does it Mean to be Orlanthi? Hermeneutic Challenge in King of Dragon Pass
The Poetics of Game Design, Rhetoric and the Independent Game
B.Sc. Computer Game Development ... Why not?
A Model for Exploring the Usefulness of Games for Classrooms
Fragmentation: between expansion packs and episodic video games
Contextualizing Pathological Gaming - A Proof-of-Concept Study
Roll 20 for a Successful Compile: A Game Development RPG
Discovering Super Mario Galaxy: A Textual Analysis
Architecting Scalability for Massively Multiplayer Online Gaming Experiences
Super Mario as a String: Platformer Level Generation Via LSTMs
Integrating Emergence and Progression
Photogrammetry for Game Environments 2014-2019: What Happened Since The Vanishing of Ethan Carter
Levels of Complexity: Cultural Diversity, Politics and Digital Games [Abstract]
Selling out the magic circle: free-toplay games and developer ethics
Agency and the Free Will debate [Extended Abstract]
Putting Brands into Play: How Player Experiences Influence the Effectiveness of In-Game Advertising
Problem Solving: The Essence of Player Action in Computer Games
Queering Data and Dating: AroAce Modding and File SystemPlaygrounds in Stardew Valley
The Open and the Closed: Games of Emergence and Games of Progression
Gamified city for 6th graders: The effect of gameful experience on students' 21st century readiness in Finland
Using an RFID game to phenomenologically test a theoretical systemic model for describing ambient games
Contexts, pleasures and preferences: girls playing computer games
Technology tells a tale: digital games and narrative
Adapting Epic Theatre Principles for the Design of Games for Learning
Game Design Patterns for Collaborative Player Interactions
The Petsamo Board Game (1931) and Everyday Game Culture in Finland in the Interwar Period
Mise-en-scène Applied to Level Design: Adapting a Holistic Approach to Level Design
DeFragging Regulation: From putative effects to 'researched' accounts of player experience
Affective Gaming: Using pupil dilation to determine player arousal
Boundaries, Trust and Reputation in Virtual and Illicit Markets
Queer Players' Strategies for Queering CharacterInteractions
Corpus Simsi: Or Can a Body Tell a Story?
Shadowplay: Simulated Illumination in Game Worlds
Considering play: From method to analysis
Styles of Playing Violent Video Games: An Individual Differences Research Methodology
Play with me: Exploring the autobiographical through digital games
Arguing for False Moral Dilemmas in Games
Digital Detritus: What Can We Learn From Abandoned Massively Multiplayer Online Game Avatars?
Interaction Forms, Agents and Tellable Events in EverQuest
Games and machinima in adolescents' classrooms
Women and Productivity [Abstracts]
How to Say Things with Actions I: a Theory of Discourse for Video Games for Change
Evaluation of Web-based Games and Simulations Using the Virtual Usability Laboratory
A Challenge of Developing Serious Games to Raise the Awareness of Cybersecurity Issues
What Keeps Designers and Players Apart? Thinking How an Online Game World is Shared
Understanding a Socially Awkward Digital Play Journey
Gamechangers of 40k: Professionalization and Commodification of Warhammer 40, 000
Build It to Understand It: Ludology Meets Narratology in Game Design Space
Videogame art: remixing, reworking and other interventions
Exploring Game Aesthetics
Situational analysis as a method for qualitative inquiry of games
Dialog as a Game
Virtual Worlds in Asia: Business Models and Legal Issues
Playful Play with Games: Linking Level Editing to Learning in Art and Design
Player Communities in Multiplayer Online Games: A Systematic Review of Empirical Research
Wherever Hardware, There'll be Games. The evolution of hardware and shifting industrial leadership in the gaming industry 1968-2004
Gaming for All: Discourse and Identity amongst Difabel Gamers in Indonesia
A Process-oriented pedagogy for collaborative game-based learning [Abstract]
There's an App For That?: Are Mobile Music Games Serious Educational Tools
Developing a Theory of Player Intent in Board Games
The Game's Afoot: Designing Sherlock Holmes
Understanding Player Experience using Sequential Analysis
The hybrid identity of player characters: between Facebook and the Sacred book [Abstract]
Computer games and violence: Is there really a connection?
How Serious are serious games? Some lessons from Infra-games
Gran Stylissimo: The Audiovisual Elements and Styles in Computer and Video Games
How Are Games Educational? Learning Theories Embodied in Games
Early Games Production in New Zealand
Pattern Recognition: Gameplay as negotiating procedural form
The Player Character as Performing Object
Serious Beats: Transdisciplinary research methodologies for designing and evaluating a socially integrative serious music-based online game
Markers of Subjective Perception in Larp
Player-Centred Game Design: Adaptive Digital Games
Playing with Data: Procedural Generation of Adventures from Open Data
WADs, Bots and Mods: Multiplayer FPS Games as Co-creative Media
A Typology of Players in the Game Physics Playground
Lessor-known Worlds: Bridging the Telematic Flows with Located Human Experience Through Game Design
Simulating the Storytelling Qualities of Life: Telling Stories with the Sims
On the Edge of Reality: Reality Fiction in 'Sanningen om Marika'
Co-Constructing Virtual Identities: Insights from Linguistic Analysis
ChatGPT - The Future of Queer Play?
Research Issues in ArchITectural Game Design
The gaming landscape: a taxonomy for classifying games and simulations
"Have Fun Working with Our Product!": Critical Perspectives On Computer Game Mod Competitions
Exploring Cultural Differences in Game Reception: JRPGs in Germany and Japan
Combining Speech Intervention and Cooperative Game Design for Children with ASD
The Human Machine Art Interface: Arcade Port Aesthetics and Production Practices
Play as Transgression: An Ethnographic Approach to Queer Game Cultures
The Pokemon Parable
Playing as Travelling: At the Border of Leisure and Learning
Puzzle Is Not a Game! Basic Structures of Challenge
What the spectator expects in the game of watching: Twitch.tv, materiality, and game consumption through and beyond spectatorship
Microgames as Intervention for Health Misinformation
As if by Magic: On Harry Potter as a Novel and Computer Game
A Realistic Reaction System for Modern Video Games
Subversive Game Design for Recursive Learning
Engaging students in OH&S hazard identification through a game
Experiential Narrative in Game Environments
Strategies for Endogenous Design of Educational Games
An Overview of Institutional Support for Game Students in Higher Education
Return to Darkness: Representations of Africa in Resident Evil 5
Ethical Recognition of Marginalized Groups in Digital Games Culture
Evolution Of Space Configuration In Videogames
Game, Motivation, and Effective Learning: An Integrated Model for Educational Game Design
Emotional Attachments for Story Construction in Virtual Game Worlds
Player Perception of Context Information Utilization in Pervasive Mobile Games
Dimensions of Play: Gameplay, context, franchise and genre in player responses to Command and Conquer: Generals
Formalizing casual games: A study based on game designers' professional knowledge
Conflict management and leadership communication in multiplayer communities
A Study of Team Cohesion and Player Satisfaction in two Face-to-Face Games
"Making Sense of Manhunt" or "Why We Play: The Seductions of Violent Entertainment"
Networked Participation sets the Game Free - Warhammer 40k on Tabletop Simulator
Adolescent thinking and online writing after the use of commercial games in the classroom
Exploring Aesthetic Ideals of Gameplay
War Ethics: A Framework for Analyzing Videogames
Authentic Learning Experiences Through Play: Games, Simulations and the Construction of Knowledge
(Re)Mark(s) of the Ninja: Replaying the Remnants
Let Me Entertain You: Designing for Surveillance and Online Gaming
Understanding Player Experience Through the Use of Similarity Matrix
Animal Crossing: New Leaf and the Diversity of Horror in Video Games
Myzel - Selforganization in Networked Worlds
MMOGs and the Future of Literature
A Three Person Poncho and a Set of Maracas: Designing Ola De La Vida, A Co-Located Social Play Computer Game
Megamen: Masculinities at Play in a Campus Arcade
Coming Out While Going Fast: Queer Conviviality in Speedrunning Live Streams
Take One - or Three - for the Team: Consumerism as Play
On Being Stuck in Sid Meier's Civilization: The Promise of Freedom in Historical Games
Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies, DiGRA 2013, Atlanta, GA, USA, August 26-29, 2013
Matchmaker, Matchmaker, Make Me a Match: Artificial Societies vs. Virtual Worlds
In Defense of Cutscenes
Designing a Game to Model Consumer Misbehavior
Would you like Games with that Computer? Revisiting early Game History & Culture with the Commodore 64
Ghastly multiplication: Fatal Frame II and the Videogame Uncanny
Teleporters, Tunnels & Time: Understanding Warp Devices In Videogames
I Have No Words & I Must Design: Toward a Critical Vocabulary for Games
Grouches, Extraverts, and Jellyfish: Assessment Validity and Game Mechanics in a Gamified Assessment
Avatar Categorization
The Primordial Economics of Cheating: Trading Skill for Glory or Vital Steps to Evolved Play?
Experiential Metaphors in Abstract Games
Different Frames of Players and the Motivation of Prosocial Behaviors in Digital Games
Tabletop Role-Playing Games in Chile: Early History, Context, and Adoption
Playability and Player Experience Research [Panel Abstracts]
Designing Goals for Online Role-Players
Better Game Studies Education the Carcassonne Way
Playing your network: gaming in social network sites
Understanding the experience of Australian eSports spectatorship
The Power-up Experience: A study of Power-ups in Games and their Effect on Player Experience
Video games in context: An ethnographic study of situated meaning-making practices of Asian immigrant adolescents in New York City
Approaches to Computer Game Design
Attention whore! Perception of female players who identify themselves as women in the communities of MMOs
The Death of Gamers: How Do We Address The Gamer Stereotype?
From Cultural Sustainability to Culture of Sustainability: Preservation of Games in the Context of Digital Materiality
Patches of Peace: Tiny Signs of Agency in Digital Games
Sustainable Life Cycle Game Design: Mixing Games and Reality to Transform Education
"I'm not afraid to die, Mom": Parental perceptions & stories of their adolescents gaming [Extended Abstract]
Games, Montage and the First Person Point of View
To Become a Cultural Fit, or To Leave? Game Industry Expatriates and the Issue of Migration and Inclusivity
Cops & Rubbers: A game promoting advocacy and empathy in support of public health and human rights of sex workers
Fictive affinities in Final Fantasy XI: complicit and critical play in fantastic nations.
Beyond God's Eye: on the Reliability of Gameworld Images
The Ideology of Interactivity (or Video Games and Taylorization of Leisure)
Before It's Too Late: Preserving Games across the Industry / Academia divide
Playing Animal Farm: Designing a Dungeons & Dragons [D&D] One-Shot for Pivotal Play and Learning
Simulating a Quasi-Simulation: A framework for using Multi Agent Simulation Techniques for studying MMORPGs
Rapidly-Exploring Random Tree approach for Geometry Friends
Because Players Pay: The Business Model Influence on MMOG Design
Ethnographic Fieldwork in the Study of Game Production
Interactive Story Writing in the Classroom: Using Computer Games
Ideological Narratives of Play in Tropico 4 and Crusader Kings II
Game reviews as tools in the construction of game historical awareness in Finland, 1984-2010: Case MikroBitti Magazine
The Study of Computer Games as a Second-Order Cybernetic System
Multiplayer Play: Designing Social Interaction in Games
Your Second Selves: Resources, Agency, and Constraints in Avatar Designs and Identity Play in a Tween Virtual World
The winner takes all: Standardization and console games
Game Design on Item-selling Based Payment Model in Korean Online Games
More Than Just a Combo of Slaps? Representations and Experiences of LGBT Gamers On and Beyond the Screen [Abstract]
Game Engineering for a Multiprocessor Architecture
Grounded Theory in Games Research: Making the Case and Exploring the Options
The Dynamic Roles of Home Bases: Finding Home in Game Worlds
Tangible Interfaces for Pervasive Gaming
Categorizing Morality Systems Through the Lens of Fallout
A Social Psychological Approach to Games Research
MeWare for Sale: Developer's Approaches to Serious Mobile Music Games
Endogen: Framework for Designing Endogenous Educational Games
In Perpetual Beta? On the Participatory Design of Facebook Games
Practical Considerations for Values-Conscious Pervasive Games
Game Genre Evolution for Educational Games
/hide: The aesthetics of group and solo play
The use of Video Game Technology for Investigating Perceptual and Cognitive Awareness in Sports
The place of mobile gaming: one history in locating mobility in the Asia-Pacific region
Bad Games Panel [Abstracts]
Some Notes on the Nature of Game Design
"It's just part of being a person" - Sincerity, Support & Self Expression in Vignette Games
Video Game Détournement: Playing Across Media
Theory Wars: An Argument Against Arguments in the so-called Ludology/Narratology Debate
Conditions of Engagement in Game Simulation: Contexts of Gender, Culture and Age
Relationship between Motives for Gaming and Playing Gacha among University Students
The Psychophysiology of Video Gaming: Phasic Emotional Responses to Game Events
Neomancer: An Exercise in Interdisciplinary Academic Game Development
Proceedings of the Computer Games and Digital Cultures Conference, June 6-8, 2002, Tampere, Finland
Gaming Experience as a Prerequisite for the Adoption of Digital Games in the Classroom?
Abstract of Dynamic Range: When Game Design and Narratives Unite
Genesis of a Gaming Culture: a Historical Analysis Based on the Computer Press in Portugal
"Just Who Wears the Tights in This Household?": Technological Dramas, Gender Trouble, and Cryptic Studio's City of Heros
Gambling is in My Genes: Correlations between Personality Traits with Biological Basis and Digital Entertainment Choice
Playgrounds of Whiteness: Confronting Epistemic Bias inEuropean Game Studies
Pricing models and Motivations for MMO play
Game Music - learning from the Movies
BioGraphr: Science Games on a Biotic Computer
Gameplay Rhetoric: A Study of the Construction of Satirical and Associational Meaning in Short Computer Games for the WWW
Love, Lust, Courtship and Affection as Evolution in Digital Play
Ergonomic evaluation of portable videogame software
Games, Metaphor, and Learning
Motivations of Play in MMORPGs
Notes Toward a Sense of Embodied Gameplay
Framework for Designing and Evaluating Game Achievements
Exploration in computer games - a new starting point
The Path That Lies Ahead: Intimacy Through Overwhelmedness in The Legend of Zelda: Breath of the Wild
MMOGs and the Ecology of Fiction: Understanding LOTRO as Transmedial World [Abstract]
Processing Play; Perceptions of Persuasion
Experts and Novices or Expertise? Positioning Players through Gameplay Reviews
The Troubled Transition to Game Study Projects
"No Fair!": Intellectual Property and Cultural Participation in Children's Online Gaming
Understanding the Videogame Medium through Perspectives of Participation
Proceedings of the 2023 DiGRA International Conference: Limits and Margins of Games Settings, DiGRA 2023, Seville, Spain, June 19-23, 2023
Constructing the Ideal EVE Online Player
Game Fiction: Playing the Interface in Prince of Persia: The Sands of Time and Asheron's Call
Developing Ideation Cards for Mixed Reality Game Design
Other than Text: Media Used in Game Studies Publications. A Computational Analysis into 20 Years of Publications of the Game Studies Journal, and an Appeal for Research Through Design
Creating Multiplayer Ubiquitous Games using an adaptive narration model based on a user's model
Discourse at play: construction and professionalism of video-based game reviews
Girls' Play: Context, performance & social videogame play [Abstract]
Digital Games: A Motivational Perspective
An Account of Proceduralist Meaning
Game Creation, Monetisation Models, and Ethical Concerns
Game Design and Business Model: an Analysis of Diablo 3
Do We Need Real-Time Hermeneutics? Structures of Meaning in Games
Predictability in Competitive Video Games: Effects ofStrategic Equilibrium on Player Agency
Two Worlds, One Gameplay: A Classification of Visual AR Games
Nostalgia in Retro Game Design
Gaming Mind, Gaming Bodies: Mind-Body Split For the New Millenium
Escape Game From observation to participatory research
Listen! - Improving the Cooperation between Game Designers and Audio Designers
The Impact of Experience: The Influences of User and Online Review Ratings on the Performance of Video Games in the US Market
'If you are feeling bold, ask for $3': Value Crafting and Indie Game Developers
Persuasive design of a mobile energy conservation game with direct feedback and social cues
Role-Playing Games: The State of Knowledge [Panel Abstracts]
"A Totally Different World": Playing and Learning in Multi-User Virtual Environments
Connecting Worlds. Fantasy Role-Playing Games, Ritual Acts and the Magic Circle