Digital Library Publication Archives
Search results for: http://www.digra.org/dl/db/07309.19112.pdf
- 1505 articles or papers
Around Sigeru Miyamoto: Enactment of “Creator” on Computer Games
Inoue Akito Ushijima Seido
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play
This report argues the duality of creators in designing games through works of Sigeru Miyamoto. Computer game is created not just by developers, but also players. This duality forces game developers to be conscious of a balance between developers and players, and how players commit in the game. Our analysis repeal that his designing way such as level design and self-motivation, obviousness of Rules, operations on handling strongly focused on designing the duality and his such intention also fall into his specific bound trapping players to his miniature world.
Gameplay Rhetoric: A Study of the Construction of Satirical and Associational Meaning in Short Computer Games for the WWW
Madsen Helene Johansson Troels Degn
2002 Computer Games and Digital Cultures Conference Proceedings
This paper maps out the construction of non-narrative rhetorical meaning in short computer games. Setting off from the recent emergence of short satirical computer games on the World Wide Web, it observes that at least some computer games do have potentials as a medium of artistic expression; that regardless of the possible narrative powers of computer games. Drawing on Leonard Feinberg's categories of satire and George Lakoff's theory of metaphor, the article describes the basic rhetorical mechanisms of satire and association in computer games and suggests that satire and especially allegorical association in this context appear as two sides of a common theme: the call for immortality and the mastery of computer games.
More Than A Craze: Photographs of New Zealand’s early digital games scene
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play
"More Than A Craze" is an online exhibition consisting of 46 photographs of New Zealand's early digital games scene, in the 1980s. The exhibition includes the work of some of New Zealand's best known documentary photographers – Ans Westra, Christopher Matthews, Robin Morrison – with images from the archives of Wellington's Evening Post and Auckland's Fairfax newspapers. These photographers captured images of games, gamers and gameplay in the moment when these were novel. These images are significant in that they offer insights into the early days of digital games. They are an important primary source material for researchers interested in the history of play and interactive entertainment. The exhibition has been curated by Melanie Swalwell and Janet Bayly. It is an online exhibition, hosted by Mahara Gallery, Waikanae (http://www.maharagallery.org.nz). It is one of the outcomes of Swalwell's research into the history of digital games in New Zealand, in the 1980s.
Three Shadowed Dimensions of Feminine Presence in Video Games
Cosima Rughiniș Răzvan Rughiniș Toma Elisabeta
2016 DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG
Representations of femininity in video games and other media are often discussed with reference to the most popular games, their protagonists and their sexist predicament. This framing leaves in shadow other dimensions. We aim to identify some of them and to open a broader horizon for examining and designing femininity and gender in games. To this end we look into games with creative portrayals of feminine characters, diverging from the action-woman trope: The Walking Dead, The Path, and 80 Days. We talk in dialogue with scholars, but also with a digital crowd-critique movement for films and games, loosely centered on instruments such as the Bechdel-Wallace test and the TV Tropes.org wiki. We argue that the central analytical dimension of female character strength should be accompanied by three new axes, in order to examine feminine presence across ages, in the background fictive world created by the game, and in network edges of interaction.
The Cheating Assemblage in MMORPGs: Toward a sociotechnical description of cheating
Paoli Stefano De Kerr Aphra
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory
This paper theoretically and empirically explores cheating in MMORPGs. This paper conceptualises cheating in MMORPGs as a sociotechnical practice which draws upon a non-linear assemblage of human actors and non-human artefacts, in which the practice of cheating is the result or the outcome of an assemblage. We draw upon the assemblage conceptualizations proposed in  and  and on empirical data taken from a pilot study we have conducted during the period September-November 2008 and from an ethnography we are conducting in the MMORPG Tibia (http://www.tibia.com) since January 2009. This game in particular was chosen because CipSoft, the company that develops the game, launched an anticheating campaign at the beginning of 2009.
Diversity of Play
Fuchs Mathias Palmer Karen Ensslin Astrid Krzywinska Tanya Rautzenberg Markus
2015 DiGRA Books
Based on the keynote lectures held at DiGRA2015, the publication "Diversity of Play" provides a critical view on the current state of digital games from theoretical, artistic, and practical perspectives. With an interview with Karen Palmer and essays by Astrid Ensslin, Mathias Fuchs, Tanya Krzywinska, and Markus Rautzenberg, Diversity of Play explores the uncanny in games, the power of “unnatural” narratives, and the exceptions and uncertainties of digital ludic environments. See also: http://meson.press/books/diversity-of-play/
Gambling is in My Genes: Correlations between Personality Traits with Biological Basis and Digital Entertainment Choice
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play
Online gambling is one of the fastest growing areas in the digital entertainment industry. Online gaming sites like https://www.pikakasinotsuomi.com/ offer loads of bonuses to new players looking to join the site as well as daily promotions to keep things fresh and interesting for recurring players. Due to the amount of traffic online casinos receive many online casinos are able to offer better deals, bargains, and cool perks for their players. Gambling provides players with an intensely exciting experience and scholars see this as a primary cause of its attractiveness, and may play a role in the process of addiction. Finding a way to identify those more likely to gamble or check the satta king chart could be a first step towards discovering those who may be more likely to use certain genres of video games. This study used a sample of 93 college students to investigate whether personality traits believed to have their roots in biological differences can be used to predict one’s preference for gambling online. Results showed that Zuckerman’s Sensation Seeking Scale  and Lang’s Motivation Activation Measure  both had significant correlation with pathological online gambling symptoms based on DSM-IV  modified for online gambling, while only the Motivation Activation Measure significantly correlated with individual’s online gambling experience. Implications of the findings for both the industry and health professionals are discussed.
GDC vs. DiGRA: Gaps in Game Production Research
2019 DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix
Previous studies have revealed a gap between game research and industry game production. This article presents an analysis of this research gap using the tracks and summits at the Game Developers Conference (GDC) as a point of reference. The result shows that there are several areas where there exists very little research. The DiGRA conference is no exception – since 2006, only a handful of papers present empirics from game production. Studies are in particular rare for content producing areas, such as audio, visual arts, and narrative. There are plenty of opportunities for researchers to extract experiences and knowledge from game professionals and to identify problems to be addressed. To do this, collaboration models need to be established that endure non-disclosure agreements and crunch cultures.
Lessons Learned from Serious Game Jams Organized by DiGRA JAPAN
Aibara Megumi Kawakami Satoru Furuichi Masakazu
2020 DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere
Foreword – Proceedings of DiGRA 2013 : DeFragging Game Studies
Pearce Celia Kennedy Helen Sharp John
2014 DiGRA '13 - Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies