yusuke1997/dblp-id-title huggingface dataset:
Shooting to Kill: Headshots, Twitch Reflexes, and the Mechropolitics of Video Games
Play, History and Politics: Conceiving Futures Beyond Empire
"The Sense of Wonder": Gaming Capital and Nostalgia for Inexperience in Magic: The Gathering
Bringing Art to Life: Examining Poetic Gameplay Devices in Interactive Life Stories
Time, Space, and Motion in Braid : A Cognitive Semantic Approach to a Video Game
Situating the Appeal of Fortnite Within Children's Changing Play Cultures
"How Do Those Danish Bastards Sleep at Night?": Fan Labor and the Power of Cuteness
For Every to There Is a fro: Interpreting Time, Rhythm, and Gesture in Play
Experience, Rationality, Situation and Fallibilism: Establishing a Feminist Pragmatist Epistemology in Game Studies
Chippin' In: An Analysis of the Criminological Concepts Within Cyberpunk 2077
Valuing Play in Survivor: A Constructionist Approach to Multiplayer Games
Art Video Games: Ritual Communication of Feelings in the Digital Era
The Seriousness of Play: Johan Huizinga and Carl Schmitt on Play and the Political
Reading Antiquity in Metro Redux
"We're All Mad Here!": Becoming God in Bloodborne
Discursively Constructing the Art of Silent Hill
The Fame Game: Working Your Way Up the Celebrity Ladder in Kim Kardashian : Hollywood
Postscript: Gaming While Empire Burns
An "Alternative to the Pen"? Perspectives for the Design of Historiographical Videogames
Hey, You ! The Importance of Pragmatics in Localizations of Mass Effect in French and Spanish
Deliberate Constructions of the Mind: Simulation Games as Fictional Models
Results From a Controlled Study of the iPad Fractions Game Motion Math
Enjoying My Time in the Animus: A Quantitative Survey on Perceived Realism and Enjoyment of Historical Video Games
Updating Narcissus, the Ur-myth of Media, for Digital Gaming
Live Action Role-Playing Games: Control, Communication, Storytelling, and MMORPG Similarities
Reshaping the Battlefield: The International Committee of the Red Cross, Video Games, and Public Relations
Corporate Agriculture and the Exploitation of Life in Portal 2
Is the Video Game a Cultural Vehicle?
The Digital Dollhouse: Context and Social Norms in The Sims Online
Playing the Panopticon: Procedural Surveillance in Dark Souls
Behind the Streams: The Off-Camera Labour of Game Live Streaming
Transmediating Bildung : Video Games as Life Formation Narratives
Through a Shot Glass, Darkly: The Study of Games in the Light of Drinking Games
On Balinese Cockfights: Deeply Extending Play
(Re-)Orienting the Video Game Avatar
The Mangle of Play
Why and How to Define Educational Video Games?
A Virtual Reality Educational Game for the Ethics of Cultural Heritage Repatriation
"Why Are Video Games So Special?": The Supreme Court and the Case Against Medium Specificity
Heritage Sites and Video Games: Questions of Authenticity and Immersion
Analyzing Moral Deliberation During Gameplay: Moral Foundations Theory as an Analytic Resource
Video Games as Social Institutions
Russian Overlords, Vodka, and Logoffski: Russian- and English- Language Discourse About Anti-Russian Xenophobia in the EVE Online Community
Why Study New Games?
Integrating Games Into the Artworld: A Methodology and Case Study Exploring the Work of Jason Rohrer
Player, Student, Designer: Games Design Students and Changing Relationships With Games
Running With Zombies: Capturing New Worlds Through Movement and Visibility Practices With Zombies, Run!
Distinguishing Addiction From High Engagement: An Investigation Into the Social Lives of Adolescent and Young Adult Massively Multiplayer Online Game Players
There and Back Again: Nostalgia, Art, and Ideology in Old-School Dungeons and Dragons
Level Design Processes and Challenges: A Cross Section of Game Development
The Haunting Aesthetics of Tacoma
Mapping Metroid: Narrative, Space, and Other M
Machina ex Dea, Dea ex Machina: Gaia/GAIA/All-Mother and Lugones' "World" - Traveling in Horizon Zero Dawn (2017)
Between Subjectivity and Flourishing: Creativity and Game Design as Existential Meaning
It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games
Can Serious Games Contribute to Developing and Sustaining 21st Century Skills?
Playing a Better Me: How Players Rehearse Their Ethos via Moral Choices
Strange Bedfellows: Subjectivity, Romance, and Hidden Object Video Games
Learning Real-Life Lessons From Online Games
Are Loot Boxes Addictive? Analyzing Participant's Physiological Arousal While Opening a Loot Box
Playing for Fun, Training for War: Can Popular Claims About Recreational Video Gaming and Military Simulations be Reconciled?
Playful Furniture: Breaching a Serious Setting With Interactive Seats
Video Game Accessibility Defined Through Advocacy: How the Websites AbleGamers.org and CanIPlayThat.com Use the Word Accessibility
Why Game Studies Now? Video Games: A New Art Form
RPG Mythos: Narrative Gaming as Modern Mythmaking
Archeology of Abandoned Human Settlements in No Man's Sky : A New Approach to Recording and Preserving User-Generated Content in Digital Games
Horror Video Games and the "Active-Passive" Debate
The Orc - Playing the "Wholly Other": Investigations of Kant's Sublime and The Technological Sublime in Blizzard Entertainment's Massive Multiplayer Online Game World of Warcraft
A Ludicrous Discipline? Ethnography and Game Studies
Games as (Not) Culture: A Critical Policy Analysis of the Economic Agenda of Horizon 2020
Measuring User Experience in Multiplayer Board Games
Symbolic Violence in the Language of Game Descriptions of Blackness: The Case of Pathfinder
Race-Based Fantasy Realm: Essentialism in the World of Warcraft
Beyond Rules and Mechanics: A Different Approach for Ludology
Where Do Virtual Worlds Come From?: A Genealogy of Second Life
The Allure of Games: Toward an Updated Theory of the Leisure Class
Gamification is not Working: Why?
When Life Mattered: The Politics of the Real in Video Games' Reappropriation of History, Myth, and Ritual
Virtual Total Control: Escaping a Simulated Prison
Law and Games Studies
The Presence of Female Designers in French Video Game Industry, 1985-1993
Relating Online: Managing Dialectical Contradictions in Massively Multiplayer Online Role-Playing Game Relationships
Geek Chic: Machine Aesthetics, Digital Gaming, and the Cultural Politics of the Case Mod
Adventure Before Adventure Games: A New Look at Crowther and Woods's Seminal Program
Lessons Learned About Serious Game Design and Development
From Aesthetics to Asymmetry: Contradictions of Ecological Play in Cities: Skylines
The End of Casual: Long Live Casual
What Do Students Learn When Collaboratively Using A Computer Game in the Study of Historical Disease Epidemics, and Why?
Restorative Magical Adventure or Warcrack? Motivated MMO Play and the Pleasures and Perils of Online Experience
Esports Research: A Literature Review
Virtual Worlds and Their Discontents: Precarious Sovereignty, Governmentality, and the Ideology of Play
Virtual Heterotopias and the Contested Histories of Kowloon Walled City
'What Was Your First Experience of a Videogame?': The Fantasmatic Structure of Videogame Memory
Becoming a Gamer: Performative Construction of Gendered Gamer Identities
Players' Value Structure in Digital Games
Death of a Guild, Birth of a Network: Online Community Ties Within and Beyond Code
What Are We Really Looking at?: The Future-Orientation of Video Game Play
Politics of Production: Videogames 10 years after Games of Empire
Depictions of Female Protagonists in Digital Games: A Narrative Analysis of 2013 DICE Award-Winning Digital Games
Irradiated Cereal and Abject Meat: Food as Satire and Warning in the Fallout Series
Languages of Power, Languages of Protest: Exploring the Rhetorics of Game Maps
Methodology, Representation, and Games
(Re)Playing (with) Video game History: Moving beyond Retrogaming
How Does Games Critique Impact Game Design Decisions? A Case Study of Monetization and Loot Boxes
Challenge Everything?: Construction Play in Will Wright's SIMCITY
Esports Cannot Defeat Homophobia With Capitalism
Teaching Decision Making With Serious Games: An Independent Evaluation
The Collector, the Glitcher, and the Denkbilder: Toward a Critical Aesthetic Theory of Video Games
Playing the Afterlife: Dante's Otherworlds in the Gaming Age
Game-Inspired Design: Empirical Evidence in Support of Gameful Learning Environments
Play and Misinformation: How America's Conspiracy Culture Became Gamified
The Practice of Oldhammer: Re-Membering a Past Through Craft and Play
Whose Expression Is It Anyway? Videogames and the Freedom of Expression
Becoming a Xia: Constructing Cultural Identity in the History of Wuxia Games in China
Bridging the Gap: The Neo Geo, the Media Imaginary, and the Domestication of Arcade Games
Looking for the Gamic Gaze: Desire, Fantasy, and Enjoyment in Gorogoa
Playing (Against) the Heritage: Absolutism and the French Revolution in French Digital Games Before 2000
Heroes and Hooligans: The Heterogeneity of Video Game Modders
Pivotal Play: Rethinking Meaningful Play in Games Through Death in Dungeons & Dragons
Professional Norms and Race in the North American Video Game Industry
Last Man Standing: Battle Royale Games Through the Lens of Self-Determination Theory
Finding Common Ground in New Worlds
Does WoW Change Everything?: How a PvP Server, Multinational Player Base, and Surveillance Mod Scene Caused Me Pause
The Play of Imagination: Extending the Literary Mind
A Moment in the Life of a Generation (Why Game Studies Now?)
Point and Shoot: Remediating Photography in Gamespace
The Development of Sports: A Comparative Analysis of the Early Institutionalization of Traditional Sports and E-Sports
A Critical Cultural History of Online Games in China, 1995-2015
Need for Perspective: Introducing the Special Issue "Reflecting and Evaluating Game Studies"
Exploring the Feminization of Backseat Gaming Through Girlfriend Reviews YouTube Channel
The Role of Social Interaction Element on Intention to Play MMORPG in the Future: From the Perspective of Leisure Constraint Negotiation Process
Assembling Auras: Towards a Methodology for the Preservation and Study of Video Games as Cultural Heritage Artefacts
Come for the Game, Stay for the Cash Grab: The Ethics of Loot Boxes, Microtransactions, and Freemium Games
"Not Only for a Celebration of Competitive Overwatch but Also for National Pride": Sportificating the Overwatch World Cup 2016
Training Moral Sensitivity Through Video Games: A Review of Suitable Game Mechanisms
Geek Cuisine: Extending the Narrative of a Junk Food Gamer
Games With a Continuum: Globalization, Regionalization, and the Nation-State in the Development of China's Online Game Industry
Ecocritical Agency in I Was a Teenage Exocolonist
Contested Convergence and the Politics of Play on GameTrailers.com
"What are you Bringing to the Table?": The Something Awful Let's Play Community as a Serious Leisure Subculture
Where's My Montage? The Performance of Hard Work and Its Reward in Film, Television, and MMOGs
A Realm of Mere Representation? "Live" E-Sports Spectacles and the Crafting of China's Digital Gaming Image
Why Can I See My Avatar? Embodied Visual Engagement in the Third-Person Video Game
Introduction: The Social Science Study of Video Games
Older Adults' Social Interactions in Massively Multiplayer Online Role-Playing Games (MMORPGs)
The Proteus Effect: Overview, Reflection, and Recommendations
Whyville as a Networked Learning Environment
At Least Nine Ways to Play: Approaching Gamer Mentalities
High Fantasy RPGs and the Materiality of the Medieval Book
Children's Experiences on Learning the 21st-Century Skills With Digital Games
Setting the Game Agenda: Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth
The Short and Happy Life of Interdisciplinarity in Game Studies
Mechanics and Metagame: Exploring Binary Expertise in League of Legends
Marketing Military Realism in Call of Duty 4: Modern Warfare
Feeling Right About How You Play: The Effects of Regulatory Fit in Games for Learning
The Limits of Memory in Disavowed : Interference, Military Execution, and the Dishonored Dead
Digital-Physical Reality Game: Mapping of Physical Space With Fantasy in Context-Based Learning Games
Geographical Aspects of Open-World Video Games
From Tree House to Barracks: The Social Life of Guilds in World of Warcraft
Ludic Ethics: The Ethical Negotiations of Players in Online Multiplayer Games
''Blacks Deserve Bodies Too!'': Design and Discussion About Diversity and Race in a Tween Virtual World
Avatar as Second Suit: Power and Participation in Virtual Work
My Friend Scarlet: Interactive Tragedy in The Path
Reasons Why: Examining the Experience of Women in Games 140 Characters at a Time
Just War? War Games, War Crimes, and Game Design
Radical Illusion (A Game Against)
War and Esport: The Russian Invasions Impact on the Performance of Ukrainian and Russian Professional Players
Discipline and Dragon Kill Points in the Online Power Game
The Beautiful Rule: Thinking the Aesthetics of Game Rules
Straight Paths Through Queer Walking Simulators: Wandering on Rails and Speedrunning in Gone Home
Digital Games as a Source of Enjoyment in Later Life
Rebel Girls and Consequence in Life Is Strange and The Walking Dead
Culture and Business of PC Bangs in Korea
Animated Frustration or the Ambivalence of Player Agency
Between the Game System and the Fictional World: A Study of Computer Game Interfaces
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives
Establishing Video Game Genres Using Data-Driven Modeling and Product Databases
A Swiftly Changing Tide: Fantasy Sport, Gambling, and Alternative Forms of Participation
Molecular Mario: The Becoming-Animal of Video Game Compositions
"No One Cares, Apostolate": What Social Cheating Reveals
Transplatform: Culture, Context, and the Intellivision/Atari VCS Rivalry
Becoming Bayek: Blackness, Egypt, and Identity in Assassin's Creed: Origins
Let's Play News!: An SFL Approach to Aesthetic Interactivity of Gamified News
Sentimental Avatars: Gender Identification and Vehicles of Selfhood in Popular Media From Nineteenth-Century Novels to Modern Video Games
Introduction to the Games Learning & Society (GLS) Conference Special Issue
The Ontology of Gameplay: Toward a New Theory
Narrative Structures in Computer and Video Games: Part 2: Emotions, Structures, and Archetypes
Ingress: An Example of a New Dimension in Entertainment
Events and Collusions: A Glossary for the Microethnography of Video Game Play
"Religious" and "Gamer": Negotiating the Legitimacy of Video Games in a Muslim Context
Platform Studies' Epistemic Threshold
From Manual to Automated to Digital: On Transmediality, Technological Specificity, and Playful Practice in Mahjong
"The Entrepreneurial Gamer": Regendering the Order of Play
"I Can be Who I Am When I Play Tekken 7": E-sports Women Participants from the Islamic Republic of Pakistan
Game Workers and the Empire: Unionisation in the UK Video Game Industry
Age of New Media Empires: A Critical Interpretation of the Korean Online Game Industry
Strategic Simulations and Our Past: The Bias of Computer Games in the Presentation of History
I Play Therefore I Am: Sid Meier's Civilization, Turn-Based Strategy Games and the Cogito
What We Know About Games: A Scientometric Approach to Game Studies in the 2000s
"You Took That From Me": Conspiracism and Online Harassment in the Alt-Fandom of The Last of Us Part II
A Typology of Metagamers: Identifying Player Types Based on Beyond the Game Activities
The Pyrrhic Victory of Game Studies: Assessing the Past, Present, and Future of Interdisciplinary Game Research
Choose Your Own Disruption: Clown, Adaptation, and Play
No Sex Please, We Are Finite State Machines: On the Melancholy Sexlessness of the Video Game
The Labor of Fun: How Video Games Blur the Boundaries of Work and Play
The Question of Computer Games
Conceptualizing the Roles of Involvement and Immersion in Persuasive Games
The Social Discourse of Video Games Analysis Model and Case Study: GTA IV
Mashing Up History and Heritage in Assassin's Creed Odyssey
Volatile Memories: Personal Data and Post Human Subjectivity in The Aspern Papers, Analogue: A Hate Story and Tacoma
The COVID Season: U.S. Collegiate Esports Programs' Material Challenges and Opportunities During the 2020-21 Pandemic
The Truth About Baby Boomer Gamers: A Study of Over-Forty Computer Game Players
Of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game Modifications
Video Games and Agency in Contemporary Society
Game Jam as Feminist Methodology: The Affective Labors of Intervention in the Ludic Economy
Lovecraftian Games: The Afterlife of Cthulhu on Valve's Steam Client
To the Center of Nowhere: Deep Mapping Digital Games' Paratextual Geographies
Problematic Mobile Gameplay Among the World's Most Intense Players: A Modern Pandemic or Casual Recreational Pursuit?
Race, Colonial History and National Identity: Resident Evil 5 as a Japanese Game
Growing Pains in Esports Associationalism: Four Modes of National Esports Associational Development
Computer Game Fan Communities, Community Management, and Structures of Membership
Response: In and Out of the Game, as Usual
Playing Through the Pandemic: Gaming Usage as a Buffer During COVID-19
Running With the Dead: Speedruns and Generative Rupture in Left 4 Dead 1 and 2
The Formal Qualities of the Video Game: An Exploration of Super Mario Galaxy With Gilles Deleuze
Introduction: Reconsidering Paratext as a Received Concept
Investing Time for Your In-Game Boyfriends and BFFs: Time as Commodity and the Simulation of Emotional Labor in Mystic Messenger
An Iterative, Multidisciplinary Approach to Studying Digital Play Motivation: The Model of Game Motivation
Becoming Afflicted, Becoming Virtuous: Darkest Dungeon and the Human Response to Stress
Returning to Azeroth: Nostalgia, Sense of Place, and Social Presence in World of Warcraft Classic
Using Video Games for Learning: Developing a Metalanguage for Digital Play
Social Networking or Social Isolation? A Systematic Review on Socio-Relational Outcomes for Members of Online Gaming Communities
"I Can Defend Myself": Women's Strategies for Coping With Harassment While Gaming Online
Survey on Localization From the Development Perspective
'You Game Like a Girl': Perceptions of Gender and Competence in Gaming
Performing the Self: Subverting the Binary in Combat Games
"Who Am I?": Rhetoric and Narrative Identity in the Portal Series
Fear of Monsters: Toward an Understanding of the Threat of the Computational Monster Read Through the Theoretical Lens of Game-Play
The Ground Floor Approach to Video Game Accessibility: Identifying Design Features Prioritized by Accessibility Reviews
The Stoic Male: How Avatar Gender Affects Help-Seeking Behavior in an Online Game
Digital Game Involvement: A Conceptual Model
Games for Civic Learning: A Conceptual Framework and Agenda for Research and Design
Creative, Technical, Entrepreneurial: Formative Tensions in Game Development Higher Education
White-Collar Criminality Within the Video Game Industry
Reality and Terror, the First-Person Shooter in Current Day Settings
Balancing Play and Formal Training in the Design of Serious Games
There is No Magic Circle
Remembering (Forgetting) Baudrillard
Blackless Fantasy: The Disappearance of Race in Massively Multiplayer Online Role-Playing Games
Jean Baudrillard and the Definitive Ambivalence of Gaming
(Mis)Representations of Prison: Gender- and Prison-Themed Video Games
Hybrid Reality Games Reframed: Potential Uses in Educational Contexts
Video Game Development in India: A Cultural and Creative Industry Embracing Regional Cultural Heritage(s)
What is Videogame Formalism? Exploring the Pillars of Russian Formalism for the Study of Videogames
Introduction to Special Issue Ludic Economies: Ludic Economics 101
Storyline, Dance/Music, or PvP?: Game Movies and Community Players in World of Warcraft
How to Present the History of Digital Games: Enthusiast, Emancipatory, Genealogical, and Pathological Approaches
Playful Simulations Rather Than Serious Games: Medical Simulation as a Cultural Practice
Video Games and Embodiment
The Significance and Complexities of Anti-Corporate Gamer Activism: Struggles Against the Exploitation and Control of Game-Worlds in 2000s China
Postmodern Medusa: The Monstrous-Feminine in StarCraft II: Heart of the Swarm
Parlaying Value: Capital in and Beyond Virtual Worlds
Beyond Virtual Carnival and Masquerade: In-Game Marriage on the Chinese Internet
Ludic Mechanics, Psychic Mechanisms and Explorations of "Inner Space" in Mindwheel and Psychonauts
Desert Bus : Abusive Game Design, The Martyrdom Effect, and Fan Activism on Twitch.tv
Behind the Scenes at ApertureScience.com: Portal and Its Paratexts
Identification of Memorable Game Experiences: Analysis of Escape Rooms Visitors' Experiences
Introduction: A Literary Studies/Games Studies Conversation
Playing and Making Games for Learning: Instructionist and Constructionist Perspectives for Game Studies
Older Adult Video Game Preferences in Practice: Investigating the Effects of Competing or Cooperating
Studying Game Development Cultures
Welfare Epics? The Rhetoric of Rewards in World of Warcraft
Game Classification and Game Design: Construction Through Critical Analysis
Leveling Up: Playerkilling as Ethical Self-Cultivation
Does Digital Gaming Enable Healthy Aging for Community-Dwelling People With Dementia?
The Future of Games Scholarship: An Interview With James Paul Gee
The 21st-Century Classroom Gamer
Gendered Identities at Play: Case Studies of Two Women Playing Morrowind
What Does it Mean to be a Female Character in "Indie" Game Storytelling? Narrative Framing and Humanization in Independently Developed Video Games
Machphrasis: Towards a Poetics of Video Games in Contemporary Literary Culture
Making Sense of Abstract Board Games: Toward a Cross-Ludic Theory
Chronotypology: A Comparative Method for Analyzing Game Time
Crab-Rangoons in Kyrat: (Re)Writing South-Asian History in Far Cry 4
Sinological-orientalism in Western News Media: Caricatures of Games Culture and Business
Convergence, Connectivity, and the Case of Japanese Mobile Gaming
The Ludic Bestiary: Misogynistic Tropes of Female Monstrosity in Dungeons & Dragons
Profiles, Perceptions, and Experiences of Video Game Translators
A Transfiguration Paradigm for Quest Design
Better Game Worlds by Design: The GAS Framework for Designing and Analyzing Games Based on Socio-Ecological Systems Thinking, Demonstrated on Nusfjord (2017)
Roger Caillois and E-Sports: On the Problems of Treating Play as Work
Video Games and Aesthetic Contemplation
Not a Hater, Just Keepin' It Real: The Importance of Race- and Gender-Based Game Studies
"The Only Thing You've Managed to Break So Far Is My Heart": An Analysis of Portal 's Monstrous Mother GLaDOS
Social Realism in Red Orchestra 2 (2011)
Attitudes Toward Punishment and Rehabilitation as Perceived Through Playing a Prison Tycoon Game
The Doors of Perception: Horror Video Games and the Ideological Implications of Ludic Virtual Reality
"As if Possessed by a Demon": Subjectivity, Possession, and Undeadness in Metal Gear Solid
Esports Gambling: Market Structure and Biases
Problematic Gaming at a Crossroad: Exploring the Interplay Between Internet Gaming Disorder, Toxic Attitudes, and Empathy in Digital Entertainment
Friends and Console-Gaming Aggression: The Role of Friendship Quality, Anger, and Revenge Planning
Paradox and Pedagogy in The Stanley Parable
"A Legend From Before You Were Born": Final Fantasy VII , Folklore, and Popular Culture
What Contributes to Success in MOBA Games? An Empirical Study of Defense of the Ancients 2
On the Digital Playing Field: How We "Do Sport" With Networked Computer Games
''Stealing From Grandma'' or Generating Cultural Knowledge?: Contestations and Effects of Cheating in a Tween Virtual World
The Economy of Time, the Rationalisation of Resources: Discipline, Desire and Deferred Value in the Playing of Gacha Games
Rhetorical Strategy and Creative Methodology: Revisiting Homo Ludens
Penguins, Hype, and MMOGs for Kids: A Critical Reexamination of the 2008 "Boom" in Children's Virtual Worlds Development
Esports Research: Critical, Empirical, and Historical Studies of Competitive Videogame Play