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Digital Games Research Conference 2003, 4-6 November 2003, University of Utrecht, The Netherlands.
2003
- Espen Aarseth, Solveig Marie Smedstad, Lise Sunnanå:
A multidimensional typology of games.
- Ernest Adams:
The Construction of Ludic Space.
- Staffan Björk, Jussi Holopainen:
Describing Games: An Interaction-Centric Structural Framework.
- Staffan Björk, Sus Lundgren, Jussi Holopainen:
Game Design Patterns.
- Jeffrey E. Brand, Scott Knight, Jakub Majewski:
The Diverse Worlds of Computer Games: A Content Analysis of Spaces, Populations, Styles and Narratives.
- Dianne Carr, Andrew Burn, Gareth Schott, David Buckingham:
Textuality in video games.
- Paul Catanese:
Where have all the videogame console artists gone?.
- Darryl Charles:
Enhancing gameplay: challenges for articifical intelligence in digital games.
- Florence Chee, Richard Smith:
Is Electronic Community an Addictive Substance?
- Laust Juul Christensen, Thomas Tae-Yang Jørgensen, Anker Helms Jørgensen:
Developing a hybrid of MMORPG and LARP using usability methods: the case of Takkar.
- Mia Consalvo:
It's no videogame: news commentary and the second gulf war.
- Marinka Copier:
The other game researcher: participating in and watching the costruction of boundaries in game studies.
- Patrick Crogan:
Wargaming and Computer Games: Fun with the Future.
- Simon Egenfeldt-Nielsen:
Keep the monkey rolling: eye-hand coordination in Super Monkey Ball.
- Simon Egenfeldt-Nielsen:
Exploration in computer games - a new starting point.
- Berry Eggen, Loe M. G. Feijs, Mark de Graaf, Peter Peters:
Breaking the flow: Intervention in computer game play through physical and Intervention in computer game play through physical and on-screen interaction.
- Mirjam Eladhari, Craig A. Lindley:
Player Character Design Facilitating Emotional Depth in MMORPGs.
- Tor Endestad, Leila Torgersen:
Computer games and violence: Is there really a connection?
- Martin Ericsson:
Enchanting reality: a vision of big experiences on small platforms.
- Laura Ermi, Frans Mäyrä:
Power and control of games: children as the actors of game cultures.
- Martin Flintham, Rob Anastasi, Steve Benford, Adam Drozd, James Mathrick, Duncan Rowland, Amanda Oldroyd, Jon Sutton, Nick Tandavanitj, Matt Adams, Ju Row-Farr:
Uncle Roy all around you: mixing games and theatre on the city streets.
- Gonzalo Frasca:
Ludologists love stories, too: notes from a debate that never took place.
- Matt Garite:
The Ideology of Interactivity (or Video Games and Taylorization of Leisure).
- Shenja van der Graaf, David B. Nieborg:
Together we brand: America's Army.
- Sara M. Grimes:
"You Shoot Like A Girl!": The Female Protagonist in Action-Adventure Video Games.
- Anna Gunder:
As if by Magic: On Harry Potter as a Novel and Computer Game.
- John Halloran, Yvonne Rogers, Geraldine Fitzpatrick:
From text to talk: multiplayer games and voiceover IP.
- William Huber:
Ka as shomin-geki: Problematizing videogame studies.
- Jeroen Janz, Raynel G. Martis:
The representation of gender and ethnicity in digital interactive games.
- Troels Degn Johansson:
Vertigo and verticality in Super Monkey Ball.
- Jesper Juul:
The game, the player, the world: looking for a heart of gameness.
- Aki Järvinen:
Making and breaking games: a typology of rules.
- Kristine Jørgensen:
Problem Solving: The Essence of Player Action in Computer Games.
- Börje Felipe Fernandes Karlsson:
Issues and Approaches in Artificial Intelligence Middleware Development for Digital Games and Entertainment Products.
- Chiel Kattenbelt, Joost Raessens:
Computer games and the complexicity of experience.
- Aphra Kerr:
Women just want to have fun - a study of adult female players of digital games.
- Geoff King, Tanya Krzywinska:
Gamescapes: exploration and virtual presence in game-worlds.
- Eva Kingsepp:
Apocalypse the Spielberg Way: Representations of Death and Ethics in Saving Private Ryan, Band of Brothers and the Videogame Medal of Honor: Frontline.
- John Kirriemuir, Angela McFarlane:
Use of Computer and Video Games in the Classroom.
- Jan H. G. Klabbers:
The gaming landscape: a taxonomy for classifying games and simulations.
- Lisbeth Klastrup:
"You can't help shouting and yelling": fun and social interaction in Super Monkey Ball.
- Elina M. I. Koivisto:
Supporting Communities in Massively Multiplayer Online Role-Playing Games by Game Design.
- Beth E. Kolko, Alex Thayer:
Games as Technological Entry Point: A Case Study of Uzbekistan.
- Tomi Kujanpää, Tony Manninen:
Supporting visual elements of non-verbal communication in computer game avatars.
- Julian Kücklich:
The playability of texts vs. the readability of games: towards a holistic theory of fictionality.
- Sybille Lammes:
On the border: pleasure of exploration and colonial mastery in Civilization III play the world.
- Petri Lankoski, Satu Heliö, Inger Ekman:
Characters in Computer Games: Toward Understanding Interpretation and Design.
- Maaike Lauwaert:
In search iof a "fifth dimension".
- Holin Lin, Chuen-Tsai Sun, Hong-Hong Tinn:
Exploring clan culture: social enclaves and cooperation in online games.
- Rikke Magnussen, Morten Misfeldt, Tasha Buch:
Participatory design and opposing interests in development of educational computer games.
- Jane McGonigal:
A Real Little Game: The Pinocchio Effect in Pervasive Play.
- Michael Mateas:
Expressive AI: Games and Artificial Intelligence.
- Grethe Mitchell, Andy Clarke:
Videogame art: remixing, reworking and other interventions.
- Mike Molesworth:
Encounters with consumption during computer-mediated play: the development of digital games as marketing communication media.
- Sue Morris:
WADs, Bots and Mods: Multiplayer FPS Games as Co-creative Media.
- David Myers:
The attack of the backstories (and why they won't win).
- Peter Nikken:
Parental mediation of children's video game playing: A similar construct as television mediation.
- Michael Nitsche, Maureen Thomas:
Stepping Back: Players as Active Participators.
- Ralph Noble, Kathleen Ruiz, Marc Destefano, Jonathan Mintz:
Conditions of Engagement in Game Simulation: Contexts of Gender, Culture and Age.
- Cindy Poremba:
Patches of Peace: Tiny Signs of Agency in Digital Games.
- Stanislav Roudavski, François Penz:
Space, Agency, Meaning and Drama in Navigable Real-Time Virtual Environments.
- Katie Salen, Eric Zimmerman:
This is not a game: play in cultural environments.
- Keven Schut:
Technology tells a tale: digital games and narrative.
- A. Fleming Seay, William J. Jerome, Kevin Sang Lee, Robert E. Kraut:
Project Massive 1.0: Organizational Commitment, Sociability and Extraversion in Massively Multiplayer Online Games.
- Miguel Sicart:
Family Values: Ideology, Computer Games & Sims.
- Iain Simons, James Newman:
All Your Base Are Belong To Us: Videogame culture and textual production online.
- Chuen-Tsai Sun, Holin Lin, Cheng-Hong Ho:
Game Tips as Gifts: Social Interactions and Rational Calculations in Computer Gaming.
- Melanie Swalwell:
"This isn't a computer game you know!": revisiting the computer games/televised war analogy.
- T. L. Taylor:
Power games just want to have fun?: instrumental play in a MMOG.
- Susana Pajares Tosca:
The appeal of cute monkeys.
- Steffen P. Walz:
Delightful identification & persuasion: towards an analytical and applied rhetoric of digital games.
- Matthew Weise:
How Videogames Express Ideas.
Copyright © Fri Nov 13 03:26:00 2009
by Michael Ley (ley@uni-trier.de)