yusuke1997/dblp-id-title huggingface dataset:
The effect of small phase errors upon transmission between confocal apertures
On an anomaly in the mobility of gaseous ions
An experimental teleterminal - The software strategy
A packet/circuit switch
The UNIX system: Debugging C programs with the blit
A non-reflecting branching filter for microwaves
Device photolithography: The primary pattern generator part ii-mechanical design
Electrical transmission lines as models for soliton propagation in materials: Elementary aspects of video solitons
Two new kinds of biased search trees
Video Games, Dystopia, and Neoliberalism: The Case of BioShock Infinite
"A Crown is Warranted With Strength": Bosses, Fantasy, and Democracy in Elden Ring
Accursed Play: The Economic Imaginary of Early Game Studies
Comparative Video Game Criticism
Lessons From Whyville: A Hermeneutics for our Mixed Reality
The Presence of Stigma Among Users of the MMORPG RMT: A Hypothetical Case Approach
Are Active Video Games Associated With Less Screen Media or Conventional Physical Activity?
From Separation to Integration: Identity Development of Korean Adult Players in Online Game World
Adult Play: The Dirty Secret of Grown-Ups
Dispensable, Tweakable, and Tangible Components: Supporting Socially Negotiated Gameplay
Putting the Gay in Games: Cultural Production and GLBT Content in Video Games
Angel Anxiety: Alice Angel as the Uncanny Presence in Bendy and the Ink Machine
Alibis for Adult Play: A Goffmanian Account of Escaping Embarrassment in Adult Play
Does Streaming Esports Affect Players' Behavior and Performance?
The Cultural Field of Video Game Production in Australia
The Social Network Gamer's Experience of Play: A Netnography of Restaurant City on Facebook
Unserious
Aesthetics of Agency and the Rhythm of Gameplay
Mutants and Zombies Everywhere! Or Villains, Violence, and Selfishness: Questions of Humanity in the Post-apocalyptic (Pandemic) Video Game
Digital Texts and Moral Questions About Immigration: Papers, Please and the Capacity for a Video Game to Stimulate Sociopolitical Discussion
Polish History up to 1795 in Polish Games and Game Studies
The Case of This War of Mine : A Production Studies Perspective on Moral Game Design
Why Game (Culture) Studies Now?
Beyond Diagonal Sciences: Applying Roger Caillois's Concepts of Symmetry and Dissymmetry to Journey
The Promise of Play: A New Approach to Productive Play
Play and Productivity: The Constitution of Ageing Adults in Research on Digital Games
Lost on a Desert Island: The Sims 2 Castaway as Convergence Text
Digital Play and the Actualization of the Consumer Imagination
More than Collectors: Exploring Theorists', Hobbyists' and Everyday Players' Rhetoric in Adult Play With Character Toys
The Rules of the Game - The Rules of the Player
Body Involvement in Video Gaming as a Support for Physical and Cognitive Learning
Interpreting Dwarf Fortress : Finitude, Absurdity, and Narrative
Quantified Play: Self-Tracking in Videogames
Chinese Gold-Farming in the 2000s: Worker Empowerment and Local Development Through Video Games-Based Digital Labor
Play and Spiel are not the Same: Anti-Wittgensteinian Arguments and Consideration of Game as a Kind of Human Play
It Does Matter If You Win or Lose, and How You Play the (Video) Game
Enlightening the Galaxy: How Players Experience Political Philosophy in Star Wars: The Old Republic
Time and Temporality in the Mass Effect Series: A Narratological Approach
Live Streaming, Playing, and Money Spending Behaviors in eSports
Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture
"You've Been Living Here For as Long as You Can Remember": Trauma in OMORI 's Environmental Design
Double Duty: Crowdfunding and the Evolving Game Production Network
Social Benefits of Playing Wii Bowling for Older Adults
Branded Worlds and Contracting Galaxies: The Case of Star Wars Galaxies
Balancing Ethics, Art and Economics: A Qualitative Analysis of Game Designer Perspectives on Monetisation
Sexy, Dangerous - and Ignored: An In-depth Review of the Representation of Women in Select Video game Magazines
Book Review: Hacking Society: How Reality Is Broken Constructs Gaming as a Necessary Cure-All
Designing the Future? The Metaverse, NFTs, & the Future as Defined by Unity Users
The Construction of Play: Rules, Restrictions, and the Repressive Hypothesis
Digital Conquerors: Minecraft and the Apologetics of Neoliberalism
"How is it that Someone Like You: paragon, Damn Near Saint; Could Love this World so Damn Much but No One in It?": Horizon Zero Dawn 's Aloy and the Disruption of Hetero-Amatonormative Benevolent Sexism in Female-led Games
The Rhythm of Game Interactions: Player Experience and Rhythm in Minecraft and Don't Starve
The Use of Games in Citizen Science Based on Findings from the EyeWire User Study
Game Scenes: Theorizing Digital Game Audiences
Playing Games With Cultural Heritage: A Comparative Case Study Analysis of the Current Status of Digital Game Preservation
Dwarf Fortress: Laboratory and Homestead
What Makes an Orc? Racial Cosmos and Emergent Narrative in World of Warcraft
Leaving Earth, Preserving History: Uses of the Future in the Mass Effect Series
Signs, Symbols, Games, and Play
Using Case Studies to Explore Need Satisfaction and Frustration in Puzzle Video Games
Wither Mario Factory ?: The Role of Tools in Constructing (Co)Creative Possibilities on Video Game Consoles
Play and Gameful Movies: The Ludification of Modern Cinema
Social and Cognitive Affordances of Two Depression-Themed Games
The Meaning of Race and Violence in Grand Theft Auto: San Andreas
Gamers Who Protest: Small-Group Play and Social Resources for Civic Action
I Coveted That Wind: Ganondorf, Buddhism, and Hyrule's Apocalyptic Cycle
Developing Meaning: Critical Violence and Eudaimonic Entertainment in the Seventh Console Generation
Narrative and Spatial Form in Digital Media: A Platform Study of the SCUMM Engine and Ron Gilbert's The Secret of Monkey Island
Torres Strait Virtual Reality: A Reflection on the Intersection between Culture, Game Design and Research
Critical Protocols in Indigenous Gamespace
Exploring Player Understandings of Historical Accuracy and Historical Authenticity in Video Games
Far Cry 5, American Right-Wing Terrorism, and Doomsday Prepper Culture
How Games Support Associational Life: Using Tocqueville to Understand the Connection
The Game Body: Toward a Phenomenology of Contemporary Video Gaming
Broken Games and the Perpetual Update Culture: Revising Failure With Ubisoft's Assassin's Creed Unity
Computer Games and Sociocultural Play: An Activity Theoretical Perspective
Right-Wing Extremism in Mainstream Games: A Review of the Literature
Adaptation, Violence, and Storytelling in The Last of Us
The Industry of Landlords: Exploring the Assetization of the Triple-A Game
Undertale's Loveable Monsters: Investigating Parasocial Relationships with Non-Player Characters
Ruins of Excess: Computer Game Images and the Rendering of Technological Obsolescence
Professional Gaming and Pro-Gamers: What Do We Know So Far? A Systematic Review
Technologies Between Games and Culture
Gramsci and Games
CryptoKitties and the New Ludic Economy: How Blockchain Introduces Value, Ownership, and Scarcity in Digital Gaming
"Beyond Their Actual Limits": Immersion, Interactivity, and the Virtual Sublime in Burke and Video Games
The Morality of Play: Video Game Coverage in The New York Times From 1980 to 2010
Why Game Studies Now? Gamers Don't Bowl Alone
Engagement With the Gurus of Gaming Culture: Parasocial Relationships to Let's Players
Virtuality and Depiction in Video Game Representation
Making Computer Games and Design Thinking: A Review of Current Software and Strategies
Electing to Play: MTV's Fantasy Election and Changes in Political Engagement Through Gameplay
Temporary Break or Permanent Departure? Rethinking What It Means to Quit EVE Online
'Thank you for your compliance': Overwatch as a Disciplinary System
Flow Experience of Older Adults Using the iStoppFalls Exergame
The Game of Politics: Examining the Role of Work, Play, and Subjectivity Formation in Papers, Please
Hitting Walls (v. XXVIII): Captured Play
Beyond Cyberspatial Flaneurie: On the Analytic Potential of Living With Digital Games
Gaming for Ecological Activism: A Multidimensional Model for Networks Articulated Through Video Games
Slow Motion in Videogames - Gameplay Over Style?
Gender Composition of Teams and Studios in Video Game Development
Let's Meetup? Board Game Communities in Hong Kong
What if Baudrillard was a Gamer?: Introduction to a Special Section on Baudrillard and Game Studies
On Being a Feminist in Games Studies
Parallax View: "Year One" of Chinese Game Studies?
Productive Play: Game Culture From the Bottom Up
Introduction: The Other Caillois: The Many Masks of Game Studies
Lost and Found and Lost Again: Island Utopias and Dystopias in the BioShock Series
Reflecting on Celeste : Abstracting Trans Representation
The Moral Service of Trans NPCs: Examining the Roles of Transgender Non-Player Characters in Role-Playing Video Games
A Structural Theoretical Framework Based on Motor Play to Categorize and Analyze Active Video Games
A Techno-Semiotic Approach to Cheating in Computer Games: Or How I Learned to Stop Worrying and Love the Machine
Resident Evil's Typewriter: Survival Horror and Its Remediations
How Accessible is This Video Game? An Analysis Tool in Two Steps
Games and Culture Special Issue publication notice
The Critical Power of Virtual Dystopias
From Edutainment to Serious Games: A Change in the Use of Game Characteristics
Share the Experience, Don't Take it: Toward Attunement With Neurodiversity in Videogames
Newsgames: The Use of Digital Games by Mass-Media Outlets to Convey Journalistic Messages
A Posteriori Segmentation of Personal Profiles of Online Video Games' Players
Thinking and Doing: Challenge, Agency, and the Eudaimonic Experience in Video Games
Challenging Heroic Narratives of Polar Exploration in Indie Video Games
Statistics and Baseball Fandom: Sabermetric Infrastructure of Expertise
The Use of ASCII Graphics in Roguelikes: Aesthetic Nostalgia and Semiotic Difference
Corrigendum to "Balancing Gender Identity and Gamer Identity: Gender Issues Faced by Wang 'BaiZe' Xinyu at the 2017 Hearthstone Summer Championship"
Explaining Time Spent in Multiplayer Online Games: Moral Cognition in Chinese World of Warcraft
Measuring Problem Online Video Gaming and Its Association With Problem Gambling and Suspected Motivational, Mental Health, and Behavioral Risk Factors in a Sample of University Students
Procedural Rhetoric Beyond Persuasion: First Strike and the Compulsion to Repeat
Casual Games Before Casual Games: Historicizing Paper Puzzle Games in an Era of Digital Play
Building Worlds: A Connective Ethnography of Play in Minecraft
Perceived Foolishness: How Does the Saltybet Community Construct AI vs AI Spectatorship?
Editorial: Games with History, Heritage, and Provocation
Beyond the Game Itself: Understanding Authorial Intent, Player Agency, and Materiality as Degrees of Paratextuality
Game Time: Modeling and Analyzing Time in Multiplayer and Massively Multiplayer Games
What Is Video Game Culture? Cultural Studies and Game Studies
The Problem of Memory in the Assassin's Creed Series (2007-2020)
Armageddon Army: Playing God, God Mode Mods, and the Rhetorical Task of Ludology
Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion
Platform-produced Heteronormativity: A Content Analysis of Adult Videogames on Patreon
Emitexts and Paratexts: Propaganda in EVE Online
Gaming When Things Get Tough? Examining How Emotion Regulation and Coping Self-Efficacy Influence Gaming During Difficult Life Situations
The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon
"When Keeping it Real Goes Wrong": Resident Evil 5, Racial Representation, and Gamers
Making Complexity Measurable in Practice: A Formal Analysis of Gamble-Play media
Worlds at Our Fingertips: Reading (in) What Remains of Edith Finch
Writing "Gamers": The Gendered Construction of Gamer Identity in Nintendo Power (1994-1999)
Forecasting the Experience of Future Entertainment Technology: "Interactive Storytelling" and Media Enjoyment
"Protecting our female gaze rights": Chinese Female Gamers' and Game Producers' Negotiations with Government Restrictions on Erotic Material
Feminist and Furious: Diversity Work(ers) Against Game Studies of Empire!
Japanese Console Games Popularization in China: Governance, Copycats, and Gamers
Predicting Video Game Behavior: An Investigation of the Relationship Between Personality and Mobile Game Play
The Feeling of Being Hunted: Pleasures and Potentialities of Predation Play
Drafting an Army: The Playful Pastime of Warhammer 40, 000
Child of the Elder Blood: A Semiotics of Folklorism in the Soundtrack of The Witcher 3: Wild Hunt
Watching Players: An Exploration of Media Enjoyment on Twitch
Games for the Pluriverse: Exploring the Use, Opportunities, and Problems of Drawing from Local Cultural Heritage in Video Games
Stand by Your Man: An Examination of Gender Disparity in League of Legends
Developer Credit: Para-Industrial Hierarchies of In-Game Credit Attribution in the Video Game Industry
Special Issue: Games and Gaming in China
There Is No Solution!: "Wicked Problems" in Digital Games
Racial Logics, Franchising, and Video Game Genres: The Lord of the Rings
Confronting Heteronormativity in Online Games: A Critical Discourse Analysis of LGBTQ Sexuality in World of Warcraft
Formal Constraints and Creativity: Connecting Game Jams, Dogma '95, the Demo Scene, OuBaPo, and Renga poets
Beyond Freedom of Movement: Boys Play in a Tween Virtual World
Narrative, Cognition, and the Flow of Mirror's Edge
Agar.io: The Game's in the Name
Digital Elves as a Racial Other in Video Games: Acknowledgment and Avoidance
Virtually Real: Exploring Avatar Identification in Game Addiction Among Massively Multiplayer Online Role-Playing Games (MMORPG) Players
Performative Inquiry and the Sublime in Escape from Woomera
When the Game Is Not Enough: Motivations and Practices Among Computer Game Modding Culture
Fighting Hyperreality With Hyperreality: History and Death in World War II Digital Games
Performance and Becoming: Rethinking Nativeness in Virtual Communities
Priming or Proteus Effect? Examining the Effects of Avatar Race on In-Game Behavior and Post-Play Aggressive Cognition and Affect in Video Games
What Can We Learn From Studio Studies Ethnographies?: A "Messy" Account of Game Development Materiality, Learning, and Expertise
Gameplay Bricks Model, a Theoretical Framework to Match Game Mechanics and Cognitive Functions
Rounds, Levels, and Waves: The Early Evolution of Gameplay Segmentation
Facebook and FarmVille: A Digital Ritual Analysis of Social Gaming
Playful Identities, or the Ludification of Culture
Technological, Content, and Market Convergence in the Games Industry
Designing Mobile Augmented Reality Exergames
Behind the Avatar: The Patterns, Practices, and Functions of Role Playing in MMOs
Time and Space in Play: Saving and Pausing With the Nintendo DS
The Pleasures and Dangers of the Game: Up Close and Personal
Indie Dreams: Video Games, Creative Economy, and the Hyperindustrial Epoch
MeetDurian: Can Location-Based Games be Used to Improve COVID-19 Hygiene Habits?
Failing to See a Difference: Closing a Gender Gap in a Challenging Video Game
Dates, Carpets, and Pearl Necklaces: The Case of Anno 1404 s Exotic Orientalism
"I think I Get Why y'all do this Now": Reckoning With Elden Ring 's Difficulty in an Online Affinity Space
Learning in Context: Digital Games and Young Black Men
The Phenomenology of the "Other" in Computer Game Worlds
Beyond Entertainment: Motivations and Outcomes of Video Game Playing by Older Adults and Their Younger Family Members
Embodied Metaphors: Exposing Informatic Control Through First-Person Shooters
Thought Experiments in Video Games: Exploring the (Un)Ethics of Motherhood in Frictional Games' Amnesia: Rebirth
On the Conceptualization, Design, and Evaluation of Appealing, Meaningful, and Playable Digital Games for Older People
Guest Editors' Introduction to Meaningful Play Special Issue
Playing with Trauma: Interreactivity, Empathy, and Complicity in The Walking Dead Video Game
"Never Good Enough": Player Identities, Experiences, and Coping Strategies of Women in Czech Video Game Journalism
Blood Scythes, Festivals, Quests, and Backstories: World Creation and Rhetorics of Myth in World of Warcraft
Why Video Game Genres Fail: A Classificatory Analysis
Word Play: A History of Voice Interaction in Digital Games
The Discourse of Digital Dispossession: Paid Modifications and Community Crisis on Steam
Use of Photogrammetry in Video Games: A Historical Overview
Recursive Space: Play and Creating Space
Game Theory for Computer Games Design
Designing for Disability: Evaluating the State of Accessibility Design in Video Games
Blockchain Potentials for the Game Industry: A Review
WoWing Alone: The Evolution of "Multiplayer" in World of Warcraft
Uncovering the Meaning: Exploring Semantic Differences in US Perceptions of "Gamer" and Game Players
"Video Games Were My First Safe Space": Queer Gaming in the Animal Crossing New Horizons LGBTIQA+ Community
Restricted Play: Synergy and the Limits of Interactivity in The Lord of the Rings: The Return of the King Video Game
Emergent Cultural Differences in Online Communities' Norms of Fairness
Narrative Structures in Computer and Video Games: Part 1: Context, Definitions, and Initial Findings
Toward a Study of Pinball
The Reconstruction of Morality and the Evolution of Naturalism in The Last of Us
Playing Video Games During the COVID-19 Pandemic and Effects on Players' Well-Being
Disco Pinball: Declining Games and Depression in Disco Elysium
Guild Wars 2 , the Frankfurt School and Dialectical Fairy Scenes: A Critical Approach Towards Massively Multiplayer Online Video Games
The Principle of Division in Roger Caillois's Man, Play and Games
Postphenomenology, Kill Cams and Shooters: Exploring the Code of Replay Sequences
Poisonous Pantheons: God of War and Toxic Masculinity
World of Whyville: An Introduction to Tween Virtual Life
Seeking a Sense of Control or Escapism? The Role of Video Games in Coping with Unemployment
Selective Realism: Filtering Experiences of War and Violence in First- and Third-Person Shooters
From Needy and Dependent to Independent Homo Ludens: Exploring Digital Gaming and Older People
Sustainable Play: Toward a New Games Movement for the Digital Age
Reconstructing History and Culture in Game Discourse: A Linguistic Analysis of Heroic Stories in Honor of Kings
Who Will Play Terebi Gēmu When No Japanese Children Remain?: Distanced Engagement in Atlus' Catherine
The Technological Mediation of Collective Memory Through Historical Video Games
It's Not Always About You: The Subject and Ecological Entanglement in Video Games
Alien Games: Do Girls Prefer Games Designed by Girls?
Resilient Values in Game Industry Formation: Institutional Perspective to the Finnish Context
"Just Like the Qing Empire": Internet Addiction, MMOGs, and Moral Crisis in Contemporary China
How Does Exposure to General and Sexual Harassment Relate to Female Gamers' Coping Strategies and Mental Health?
Let's Play Tinder! Aesthetics of a Dating App
Virtual Empire: Performing Colonialism in the MMORPG Runescape
Ludefaction: Fracking of the Radical Imaginary
A Conservative Metric of Power Creep
Playing Around With Morality: Introducing the Special Issue on "Morality Play"
Fantasies of Adequacy: Mythologies of Capital in Dark Souls
Peace in the Valley: A Media and Discourse Analysis of Eric Barone's Stardew Valley Through Utopian Theory
Rescripting of the Genre Through Greek Mythology in Hades
What Is It Like to Be a Player? The Qualia Revolution in Game Studies
Serious Play: An Introduction to the Sirius Research Program
Families Playing Animal Crossing Together: Coping With Video Games During the COVID-19 Pandemic
Flow Experience and Mood States While Playing Body Movement-Controlled Video Games
Experience in Videogame Display: An Extension of the Matrix Model
Virtual Warfare: Cyberbullying and Cyber-Victimization in MMOG Play
Corrigendum to "It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games"
Equipping the Designers of the Future: Best Practices of Epistemic Video Game Design
Board Games and the Construction of Cultural Memory
Balancing Gender Identity and Gamer Identity: Gender Issues Faced by Wang 'BaiZe' Xinyu at the 2017 Hearthstone Summer Championship
Are Video Games Still a Boys' Club? How German Public Television Covers Video Games
Developing an Empathy Spectrum for Games
Tusslers, Beatdowns, and Brothers: A Sociohistorical Overview of Video Game Arcades and the Street Fighter Community
Sort Mii Out: Learning to Value Portable Gaming Encounters Through Nintendo's Streetpass Software
Toward a (Kin)Aesthetic of Video Gaming: The Case of Dance Dance Revolution
Aesthetics, Engagement, and Narration: Temporal Constraint as an Articulator of Ludo-Narrative Time
The Ones Who Walk Away from Hallownest: Hollow Knight 's Radical Response to the Omelas Dilemma
The Independent Production of Culture: A Digital Games Case Study
Enmeshed in Games with the Government: Governmental Policies and the Development of the Chinese Online Game Industry
Controller, Hand, Screen: Aesthetic Form in the Computer Game
Imagined Commodities: Video Game Localization and Mythologies of Cultural Difference
One Year of #GamerGate: The Shared Twitter Link as Emblem of Masculinist Gamer Identity
Repetition and Ritual Logic in Video Games
The Assemblage of Play
Tether and Accretions: Fantasy as Form in Videogames
The 'First Person Shooter' Perspective: A Different View on First Person Shooters, Gamification, and First Person Terrorist Propaganda
Gaming I, II, and III: Arcades, Video Game Systems, and Modern Game Streaming Services
Hacking Public Memory: Understanding the Multiple Arcade Machine Emulator
Shallow Gamification: Testing Psychological Effects of Framing an Activity as a Game
BM'ing, Throwing, Bug Exploiting, and Other Forms of (Un)Sportsmanlike Behavior in CS: GO Esports
Experts at Play: Understanding Skilled Expertise
Reading Ren'Py: Game Engine Affordances and Design Possibilities
Knowing and Throwing Mudballs, Hearts, Pies, and Flowers: A Connective Ethnography of Gaming Practices
Developing Skills in Digital Contexts: Video games and Films as Learning Tools at Primary School
First-Party Success or First-Party Failure? A Case Study on Audience Perceptions of the Nintendo Brand During the Wii U's Product Life Cycle
Virtual Allies: Why Allyship is Critical to Diversification of Virtual Reality Gaming?
"Go. Just take him.": PTSD and the Player-Character Relationship in The Last of Us Part II
Digital Games and Escapism
A Sense of Belonging: Pokémon GO and Social Connectedness
Ludoarchaeology
Game Studies and Beyond
Meaningful Place: A Phenomenological Approach to the Design of Spatial Experience in Open-world Games
Mimicking Gamers: Understanding Gamification Through Roger Caillois
Kideogames: Reimagining the Fringe of Literary Studies as the Forefront
Player Experience of Minimalist Video Game Design: Case Study of Indie Horror Iron Lung
Why Can't We All Get Along? A Study of Hygge and Janteloven in a Danish Social-Casual Games Community
Pressing Play: Digital Game Techniques and Interactive Art
The Design and Development of Serious Games Using Iterative Evaluation
Cash Trade in Free-to-Play Online Games
Ludosity, Radical Contextualism, and a New Games History: Pleasure, Truth, and Deception in the Mid-20th-Century London Arcade
"What an Eccentric Performance": Storytelling in Online Let's Plays
Dragon Kill Points: The Economics of Power Gamers
Gaming Capital on Overwatch's Official Forums
Morality Play: A Model for Developing Games of Moral Expertise
Metamodern Nature of Hideo Kojima's Death Stranding Synopsis and Gameplay
Interactive Works and Gameplay Emotions
Online Gaming and Racism: Impact on Psychological Distress Among Black, Asian, and Latinx Emerging Adults
Militaristic Attitudes and the Use of Digital Games
Enabled Players: The Value of Accessible Digital Games
The Game Definition Game: A Review
"Internet Gaming Disorder" in China: Biomedical Sickness or Sociological Badness?