DIGRA Conference 2005: Vancouver, British Columbia, Canada
Digital Games Research Conference 2005, Changing Views: Worlds in Play, June 16-20, 2005, Vancouver, British Columbia, Canada. 2005
Espen Aarseth: Theorizing for design: The case for pure theory.
Espen Aarseth: Meet Death Jr.: The culture and business of cross-media productions.
Suellen Adams: Information Behavior and the Formation and Maintenance of Peer Cultures: A Case Study of MMORPG'.
Avery Alix: Beyond P-1: Who Plays Online?.
Ariel Arbiser: Towards the unification of intuitive and formal game concepts with applications to computer chess.
Dominic Arsenault: Abstract of Dynamic Range: When Game Design and Narratives Unite.
Mahboubeh Asgari: A Three-factor Model of Motivation and Game Design.
Barry Atkins: Tomorrow, and Tomorrow, and Tomorrow: The Future-Orientation of Videogame Play.
Andrew Baerg: Consumption, Identity and the Work of Play in ESPN NFL 2K5.
John Banks: Opening the Production Pipeline: Unruly Creators.
Catherine Beavis: Pretty good for a girl: gender, identity and computer games.
Katrin Becker: How Are Games Educational? Learning Theories Embodied in Games.
Geertje Bekebrede, Igor Mayer, Stijn-Pieter A. van Houten, Roy T. H. Chin, Alexander Verbraeck: How Serious are serious games? Some lessons from Infra-games.
Patrik Bergman: A computer game used for moral education - some empirical results.
Matteo Bittanti: "Making Sense of Manhunt" or "Why We Play: The Seductions of Violent Entertainment".
Staffan Björk: Stepping stones between design and theory.
Ian Bogost: Frame and Metaphor in Political Games.
Nis Bojin: What Do We Learn When We Change the Way We Play? Augmenting the Computer Gameplay Experience.
Amanda Bolton, Gregory Fouts: Styles of Playing Violent Video Games: An Individual Differences Research Methodology.
Maude Bonenfant: Visual sign in video games.
Peter Border: Dialog as a Game.
Kelly Boudreau: Role Theory: The Line Between Roles as Design and Socialization in EverQuest.
Timothy Burke: Matchmaker, Matchmaker, Make Me a Match: Artificial Societies vs. Virtual Worlds.
Zuraida Buter: The Gaming Body.
Diane Carr: Contexts, pleasures and preferences: girls playing computer games.
Gianna Cassidy, Raymond MacDonald, Jon Sykes: The Effects of Aggressive and Relaxing Popular Music on Driving Game Performance and Evaluation.
Jason Chambers: The Sponsored Avatar: Examining the Present Reality and Future Possibilites of Advertising in Digital Games.
Erik Champion: Place Space and Monkey Brains: Cognitive Mapping in Games and Other Media.
Geun-Young Chang, Leo Sang-Min Whang: The Study on the Gamers' Lifestyles in On-line Game World: The Emergence of Cyber-Behavior Patterns in two Different Cultural Context of Korea and Japan.
Darryl Charles, Aphra Kerr, Moira McAlister, Michael McNeill, Julian Kücklich, Michaela M. Black, Adrian Moore, Karl Stringer: Player-Centred Game Design: Adaptive Digital Games.
Florence Chee: Understanding Korean experiences of online game hype, identity, and the menace of the "Wang-tta"..
Mark Chen, Beth E. Kolko, Elizabeth Cuddihy, Eliana Medina: Modeling and Measuring Engagement in Computer Games.
Mark Chen: Addressing social dilemmas and fostering cooperation through computer games.
Chad D. Ciavarro, Jim Bizzocchi, Nori Bradley, Ian Williamson, Bradley S. Paras, David Goodman: Implementation of a 'karma' factor affects behaviour in a sports-action game.
Mia Consalvo: Gaining Advantage: How Videogame Players Define and Negotiate Cheating.
Marinka Copier: Connecting Worlds. Fantasy Role-Playing Games, Ritual Acts and the Magic Circle.
Greg Costikyan: Game Styles, Innovation, and New Audiences: An Historical View.
Patrick Crogan: Playing Through: the Future of Alternative and Critical Game Projects.
A. Brady Curlew: Liberal Sims?: Simulated Difference and the Commodity of Social Diversity.
Jos de Mul: 1. The Game of Life: Narrative and Ludic Identity Formation in Computer Games.
David Deal: The Ability of Online Branded Games to Build Brand Equity: An Exploratory Study.
Jill Denner, Steven Bean, Linda L. Werner: Girls Creating Games: Challenging Existing Assumptions about Game Content.

Michael W. Dobson, Dan Ha, Chad Ciavaro, Desmond E. Mulligan: From the real-world data to game world experience: A method for developing plausible & engaging learning games.
Mikolaj Dymek, Thomas Lennerfors: Among pasta-loving Mafiosos, drug-selling Columbians and noodle-eating Triads - Race, humour and interactive ethics in Grand Theft Auto III.
Isabelle Eaton: Narrative comprehension in computer games: Implications for literacy and learning.
Peter Edelmann: Framing Virtual Law.
Inger Ekman, Jussi Lahti, Jani Nummela, Petri Lankoski, Frans Mäyrä: Designing Immersive Sound for a Pervasive Mobile Game.
Abdennour El Rhalibi, Steve Costa, David England: Game Engineering for a Multiprocessor Architecture.
Abdennour El Rhalibi, Martin Hanneghan, Stephen Tang, David England: Extending Soft Models to Game Design: Flow, Challenges and Conflicts.
Christian Elverdam, Espen Aarseth: Game Classification as Game Design: Construction Through Critical Analysis.
Maia Engeli: Playful Play with Games: Linking Level Editing to Learning in Art and Design.


Nicolas Esposito: Immersion in Game Atmospheres for the Video Game Heritage Preservation.
Nicolas Esposito: A Short and Simple Definition of What a Videogame Is.
Clara Fernández-Vara, José Pablo Zagal, Michael Mateas: Evolution Of Space Configuration In Videogames.

Mary Flanagan: "Cinderella Was A Hacker! and Other Notes from the Edge of Game Design".
Troels B. Folmann: Game Music - learning from the Movies.
Troels B. Folmann: Auditory Perception in Games.
Tracy Fullerton: The Play's the Thing: Practicing Play as Community Foundation and Design Technique.
Johann Füller, Christoph Ihl, Markus Rieger: The GameCreator: Self-Created Mobile Games on the Internet.
Lisa Galarneau: Authentic Learning Experiences Through Play: Games, Simulations and the Construction of Knowledge.
Lisa Galarneau: Spontaneous Communities of Learning: A Social Analysis of Learning Ecosystems in Massively Multiplayer Online Gaming (MMOG) Environments.
Seth Giddings: Playing with non-humans: digital games as technocultural form.
Rui Gil, José Tavares, Licinio Roque: Architecting Scalability for Massively Multiplayer Online Gaming Experiences.
Kiel Mark Gilleade, Alan J. Dix, Jennifer Allanson: Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me (ACE).
Nicholas Glean: Growing Complex Games.
Joyce Goggin: Corpus Simsi: Or Can a Body Tell a Story?.
Renata Gomes: The design of narrative as an immersive simulation.
Stephen Griffin: Push. Play: An Examination of the Gameplay Button.
Sara M. Grimes: "No Fair!": Intellectual Property and Cultural Participation in Children's Online Gaming.
Lizzie Haines: Why are there so few women working in games?.
Steve Hannah: My Document.
Elisabeth R. Hayes: Learning and Literacies in the Social World of Tony Hawk Underground 2.
Satu Heliö: Simulating the Storytelling Qualities of Life: Telling Stories with the Sims.
Lyn Henderson: Video games: A significant cognitive artifact of contemporary youth culture.
Cher Hill: x.
Rumiko Hoshino, Kiyoshi Shin, Akira Baba: The Dawn of Game Studies in Japan: What Held Japanese Game Studies Back?
William Huber: Fictive affinities in Final Fantasy XI: complicit and critical play in fantastic nations..
Nina Huntemann: When Games and Media Collide: A Political Economic Analysis of the Digital Games Industry.
Katherine Isbister: A Social Psychological Approach to Games Research.
Kenji Ito: Possibilities of Non-Commercial Games: The Case of Amateur Role Playing Game Designers in Japan.
Sara Mosberg Iversen: Challenge Balance and Diversity: Playing TheSims and TheSims2.
Darshana Jayemanne: The Nip and the Bite.
Darshana Jayemanne: A Brief History of Wasted Time.
Will Jordan: Ascending Abstraction: Form and Content in Go and Nethack.
Jesper Juul: Half-Real: The Interplay between Game Rules and Game Fiction.
Aki Järvinen: Theory as Game: Designing the Game Game.
Aki Järvinen: Introduction to Game Design Research.
Jan Jörnmark, Ann-Sofie Axelsson, Mirko Ernkvist: Wherever Hardware, There'll be Games. The evolution of hardware and shifting industrial leadership in the gaming industry 1968-2004.
Linda Kao, Cathleen Galas, Yasmin B. Kafai: "A Totally Different World": Playing and Learning in Multi-User Virtual Environments.
Michael Katchabaw, Derek Elliott, Stephen Danton: Neomancer: An Exercise in Interdisciplinary Academic Game Development.
Michael Katchabaw, Ryan Hanna: Bringing New HOPE to Networked Games: Using Optimistic Execution to Improve Quality of Service.
Michael Katchabaw, Stephen Danton, Leif Gruenwoldt: A Realistic Reaction System for Modern Video Games.
David Kaufman, David Chandross, Anthony Gurr: Key Factors in the Design of Effective Games: Results of a Survey of Industry Experts and Advanced Gamers.
Paul Kearney: Cognitive Callisthenics: Do FPS computer games enhance the player's cognitive abilities?.
Paul Kearney: Playing in the Sandbox: Developing games for children with disabilities..
Melanie Kellar, Carolyn R. Watters, Jack Duffy: A Comparison of Motivational Factors between Game Players.
Helen W. Kennedy: Gender, Race and Space in the Construction of Hegemonic Games Culture.
Aphra Kerr, Pat Brereton, Roddy Flynn, Julian Kücklich: Intermedial Pleasures: The Enjoyment of Digital Games in the Context of Home Media Use.
Romana Khan, Jonathan Sykes: Emotions evoked during collaborative and competitive play when players are co-located and spatially separated.
Juyun Kim: Making Right(s) Decision: Artificial life and Rights Reconsidered.
Graeme Kirkpatrick: The reception of personal computers in cold war Europe: a small scale comparative study.
James Kneafsey, Hugh McCabe: CameraBots: Cinematography for Games with Non-Player Characters as Camera Operators.
Elina M. I. Koivisto, Christian Wenninger: Enhancing player experience in MMORPGs with mobile features.
Lars Konzack, Thessa Lindof: From Mass Audience to Massive Multiplayer: How Multiplayer Games Create New Media Politics.
Susan B. Kretchmer: Changing Views of Commercialization in Digital Games: In-Game Advertising and Advergames as Worlds in Play.
Tanya Krzywinska: 'Who's World is it?': Creative Play and Player Presence in World of Warcraft.

Andreas Lange: Digital Entertainment Culture behind the Iron Curtain.
Petri Lankoski: Building and Reconstructing Character. A Case Study of Silent Hill 3.
Yu-Hao Lee, Holin Lin: An Irrational Black Market? Boundary work perspective on the stigma of in-game asset transaction.
Holin Lin, Chuen-Tsai Sun: The "White-Eyed" Player Culture: Grief Play and Construction of Deviance in MMORPGs.
Holin Lin: (Gendered) Gaming Experience in Different Social Environments: From Home to Cyber Cafés.
Craig A. Lindley, Mirjam Eladhari: Narrative Structure in Trans-Reality Role-Playing Games: Integrating Story Construction from Live Action, Table Top and Computer-Based Role-Playing Games.
Heather Logas, Danny Muller: Mise-en-scène Applied to Level Design: Adapting a Holistic Approach to Level Design.
Anders Sundnes Løvlie: End of story? Quest, narrative and enactment in computer games.
Ian MacInnes: Virtual Worlds in Asia: Business Models and Legal Issues.
Carsten Magerkurth, Maral Memisoglu: Design and Evaluation of a Hybrid Games System Combining Physical and Virtual Components.
Rikke Magnussen: Learning Games as a Platform for Simulated Science Practice.
Jennifer Martin: Virtually Visual: The effects of visual technologies on online identification.
Michael Mateas, Andrew Stern: Build It to Understand It: Ludology Meets Narratology in Game Design Space.
Jane McGonigal: SuperGaming! Distributed Design for Massively Collaborative Play, or, Why I Love Bees.
Jane McGonigal, Henry Lowood, Katherine Isbister: Perform or Else: An Interdisciplinary Workshop on Extroverted Game Play.
Tammy McGraw, Krista Burdette, Kristine Chadwick: The Effects of a Consumer-Oriented Multimedia Game on the Reading Disorders of Children with ADHD.
Eliana Medina: Digital Games: A Motivational Perspective.
Punya Mishra: DiGRA Symposium Abstract.
Mike Molesworth, Janice Dengeri-Knott: The pleasures and practices of virtualised consumption in digital spaces.
Markus Montola: Designing Goals for Online Role-Players.
Desmond E. Mulligan, Michael W. Dobson, Janet McCracken: The use of Video Game Technology for Investigating Perceptual and Cognitive Awareness in Sports.
David Myers: /hide: The aesthetics of group and solo play.
Nina Neulight, Yasmin B. Kafai: What happens if you catch Whypox? Children's learning experiences of infectious disease in a multi-user virtual environment.
Simon Niedenthal: Shadowplay workshop.
Simon Niedenthal: Shadowplay: Simulated Illumination in Game Worlds.
Eva Nieuwdorp: The Pervasive Interface; Tracing the Magic Circle.
Michael Nitsche: Games, Montage and the First Person Point of View.
Nils Olson: Cooperation, Collectivism, and Morality: rural gamer identity in Vulcan, Alberta.
Ron Owston, André Kushniruk, Francis Ho, Kevin Pitts: Evaluation of Web-based Games and Simulations Using the Virtual Usability Laboratory.
Bradley S. Paras, Jim Bizzocchi: Game, Motivation, and Effective Learning: An Integrated Model for Educational Game Design.
Daniel Pargman, Andreas Eriksson: Law, order and conflicts of interest in massively multiplayer online games.
Leonard Paul: Canadian Content in Video Games.
Nora Paul, Kathleen Hansen, Matt Taylor: Modding NeverWinter Nights: a Simulation for Reinforcing Information Seeking Concepts for Mass Communication Students.
Matthew Payne: Online Gaming as a Virtual Forum.
Celia Pearce: Theory Wars: An Argument Against Arguments in the so-called Ludology/Narratology Debate.
Federico Peinado, Pedro Pablo Gómez-Martín, Marco Antonio Gómez-Martín: A Game Architecture for Emergent Story-Puzzles in a Persistent World.
Johan Peitz, Daniel Eriksson, Staffan Björk: Augmented Board Games - Using Electronics to Enhance Gameplay in Board Games.
Caroline Pelletier: The things we learned on Liberty Island: designing games to help people become competent game players.
Caroline Pelletier: Studying Games in School: learning and teaching about game design, play and culture.
Bernard Perron: A Cognitive Psychological Approach to Gameplay Emotions.
Debra Polson, Barbara Adkins, Marcos Caceres: Lessor-known Worlds: Bridging the Telematic Flows with Located Human Experience Through Game Design.

Niklas Ravaja, Timo Saari, Jari Laarni, Kari Kallinen, Mikko Salminen, Jussi Holopainen, Aki Järvinen: The Psychophysiology of Video Gaming: Phasic Emotional Responses to Game Events.
Jason Rhody: Game Fiction: Playing the Interface in Prince of Persia: The Sands of Time and Asheron's Call.
Licinio Roque: A Sociotechnical Conjecture about the Context and Development of Multiplayer Online Game Experiences.
Douglas Rushkoff: 3. Renaissance Now! The Gamers' Perspective.
Niklas Röber, Maic Masuch: Playing Audio-only Games: A compendium of interacting with virtual, auditory Worlds.
Timo Saari, Niklas Ravaja, Jari Laarni, Marko Turpeinen: Towards Emotionally Adapted Games based on User Controlled Emotion Knobs.
Timo Saari, Niklas Ravaja, Jari Laarni, Marko Turpeinen: Persuasive Games and Simulations for Personal Health Management.
Javier Salazar: On the Ontology of MMORPG Beings: A Theorethical Model for Research.
Katie Salen: 24-1: The Flashback Game Jam.
Risto Sarvas, Marko Turpeinen, Perttu Virtanen, Herkko Hietanen, Fernando Herrera: Legal and Organizational Issues in Collaborative User-Created Content.
Louise Sauvé, David Kaufman, Lise Renaud: Games, Simulations and Simulation Games : theoretical underpinnings.
Louise Sauvé, Villardier Louis, Wilfried Probst, Gary M. Boyd, Víctor Germán Sanchez Arias, David Kaufman: Playing And Learning Without Borders: A Real-time Online Play Environment.
Jonathan Schaeffer, Mike Carbonaro, Duane Szafron, Maria Cutumisu, Matthew McNaughton, Curtis Onuczko, Thomas Roy, Stephanie Gillis, Sabrina Kratchmer: Interactive Story Writing in the Classroom: Using Computer Games.
Gareth Schott: Sex in Games: Representing and Desiring the Virtual.
Kevin Schut: Mechanized Humanity: how Digital Games Tend to Present People.
Philip Sharp: Game Over.
Philip Sharp: Shenmue: Academia Distilled.
Eugenie Shinkle: 'Feel It, Don't Think: the Significance of Affect in the Study of Digital Games.
Miguel Sicart: On the Foundations of Evil in Computer Game Cheating.
Miguel Sicart: The Ethics of Computer Game Design.
Marko Siitonen: Defining Multiplayer Computer Gaming Communities.
Bart Simon: The Gamer and the Case Mod: Socio-Material Play and Expression in the LAN Party.
Jonas Heide Smith: The problem of other players - in-game collaboration as collective action.
Olli Sotamaa: "Have Fun Working with Our Product!": Critical Perspectives On Computer Game Mod Competitions.
Ulrike Spierling: Interactive Digital Storytelling: Towards a Hybrid Conceptual Approach.
Gitte Stald: Hit the Man: Fascination of Death and Violence in Computer Games.
Andrew Stapleton: Research as Design-Design as Research.
Constance Steinkuehler: Styles of Play: Gamer-Identified Trajectories of Participation in MMOGs.
Constance Steinkuehler, Dmitri Williams: Where Everybody Knows Your (Screen) Name: Online Games as "Third Places".
Craig Stevenson: Affective Gaming: Using pupil dilation to determine player arousal.
Melanie Swalwell: Early Games Production in New Zealand.
José Tavares, Rui Gil, Licinio Roque: Players as Authors: Conjecturing Online Game Creation Modalities and Infrastructure.
Nick T. Taylor: Megamen: Masculinities at Play in a Campus Arcade.
David Thomas, Gary Haussmann: Cinematic Camera as Videogame Cliché: Analysis and Software Demonstration.
Douglas Thomas: 2, 443 Quenkers and counting, or What in us really wants to grind? Examining the grind in Star Wars Galaxies: An Empire Divided.
Neal Thomas: The Pokemon Parable.
Julie Tolmie, Steve DiPaola, Anthony Charles: Towards an interactive visualization of game design patterns.
Charles V. Trappey, Claire Chang, Teng-Tai Hsiao, Ming-Hung Che, Wei-Jie Chiu: Consumer Driven Computer Game Design.
Anders Tychsen: Tales for the many: Storytelling in RPGs, LARPs and MMORPGs.
Mary H. Ulicsak, Steve Sayers, Keri Facer, Ben Williamson: Time out? Exploring the role of reflection in the design of games for learning.
Laura Vallius, Tony Manninen: Between a rock and a hard place - the role of animation design in game production.
Ron Wakkary, Marek Hatala, Robb Lovell, Milena Droumeva, Alissa Nicole Antle, Dale Evernden, Jim Bizzocchi: socio-ec(h)o: Ambient Intelligence and Gameplay.
Douglas Walls: "Just Who Wears the Tights in This Household?": Technological Dramas, Gender Trouble, and Cryptic Studio's City of Heros.
Steffen P. Walz: Research Issues in ArchITectural Game Design.
Christopher Warnes: Baldur's Gate and History: Race and Alignment in Digital Role-Playing Games.
Carolyn R. Watters: Game Genre Evolution for Educational Games.
Carolyn R. Watters, Fengan Liu, Hadi Kharrazi, Sageev Oore, Melanie Kellar, Michael A. Shepherd: Building Classes of Entertaining Games for Health Education.
Mark Weiler: Computer Games to Visualize Music: Using a 270-year-old Tradition to Imagine Digital Possibilities.
Matthew Weise: The Role of Gamers in Critical Discourse..
Leo Sang-Min Whang, Jee Yeon Kim: The online game world as a product and the behavioral characteristics of online game consumers as role player.
Mats Wiklund: Game mediated communication: Multiplayer games as the medium for computer based communication.
Dmitri Williams: A Brief Social History of Game Play.
Ben Williamson, Stephen Sayers, Richard Sandford: Racing Academy: peer-to-peer learning in a social racing game.
Wendy Wong: Playing with Heritage: Semiotics and cultural analysis of the online Mahjong game in the global environment.
Nicholas K. Yee: Motivations of Play in MMORPGs.
Bryan-Mitchell Young: Gaming Mind, Gaming Bodies: Mind-Body Split For the New Millenium.
José Pablo Zagal, Michael Mateas, Clara Fernández-Vara, Brian Hochhalter, Nolan Lichti: Towards an Ontological Language for Game Analysis.
Veronica Zammitto: The Expressions of Colours.
Eric Zimmerman: Theory is Play is Design is Theory.



