Abstract is missing.
- Ludologists love stories, too: notes from a debate that never took placeGonzalo Frasca. [doi]
- Keep the monkey rolling: eye-hand coordination in Super Monkey BallSimon Egenfeldt-Nielsen. [doi]
- Supporting visual elements of non-verbal communication in computer game avatarsTomi Kujanpää, Tony Manninen. [doi]
- The Ideology of Interactivity (or Video Games and Taylorization of Leisure)Matt Garite. [doi]
- A Real Little Game: The Pinocchio Effect in Pervasive PlayJane McGonigal. [doi]
- Game Tips as Gifts: Social Interactions and Rational Calculations in Computer GamingChuen-Tsai Sun, Holin Lin, Cheng-Hong Ho. [doi]
- The attack of the backstories (and why they won t win)David Myers. [doi]
- Developing a hybrid of MMORPG and LARP using usability methods: the case of TakkarLaust Juul Christensen, Thomas Tae-Yang Jørgensen, Anker Helms Jørgensen. [doi]
- The Diverse Worlds of Computer Games: A Content Analysis of Spaces, Populations, Styles and NarrativesJeffrey E. Brand, Scott Knight, Jakub Majewski. [doi]
- Issues and Approaches in Artificial Intelligence Middleware Development for Digital Games and Entertainment ProductsBörje Felipe Fernandes Karlsson. [doi]
- Technology tells a tale: digital games and narrativeKeven Schut. [doi]
- A multidimensional typology of gamesEspen Aarseth, Solveig Marie Smedstad, Lise Sunnanå. [doi]
- Player Character Design Facilitating Emotional Depth in MMORPGsMirjam Eladhari, Craig A. Lindley. [doi]
- You Shoot Like A Girl! : The Female Protagonist in Action-Adventure Video GamesSara M. Grimes. [doi]
- The representation of gender and ethnicity in digital interactive gamesJeroen Janz, Raynel G. Martis. [doi]
- Computer games and the complexicity of experienceChiel Kattenbelt, Joost Raessens. [doi]
- Game Design PatternsStaffan Björk, Sus Lundgren, Jussi Holopainen. [doi]
- Power games just want to have fun?: instrumental play in a MMOGT. L. Taylor. [doi]
- Wargaming and Computer Games: Fun with the FuturePatrick Crogan. [doi]
- Family Values: Ideology, Computer Games & SimsMiguel Sicart. [doi]
- On the border: pleasure of exploration and colonial mastery in Civilization III play the worldSybille Lammes. [doi]
- Expressive AI: Games and Artificial IntelligenceMichael Mateas. [doi]
- WADs, Bots and Mods: Multiplayer FPS Games as Co-creative MediaSue Morris. [doi]
- In search iof a fifth dimension Maaike Lauwaert. [doi]
- Breaking the flow: Intervention in computer game play through physical and Intervention in computer game play through physical and on-screen interactionBerry Eggen, Loe M. G. Feijs, Mark de Graaf, Peter Peters. [doi]
- Delightful identification & persuasion: towards an analytical and applied rhetoric of digital gamesSteffen P. Walz. [doi]
- How Videogames Express IdeasMatthew Weise. [doi]
- From text to talk: multiplayer games and voiceover IPJohn Halloran, Yvonne Rogers, Geraldine Fitzpatrick. [doi]
- The gaming landscape: a taxonomy for classifying games and simulationsJan H. G. Klabbers. [doi]
- Women just want to have fun - a study of adult female players of digital gamesAphra Kerr. [doi]
- Space, Agency, Meaning and Drama in Navigable Real-Time Virtual EnvironmentsStanislav Roudavski, François Penz. [doi]
- Is Electronic Community an Addictive Substance?Florence Chee, Richard Smith. [doi]
- All Your Base Are Belong To Us: Videogame culture and textual production onlineIain Simons, James Newman. [doi]
- Supporting Communities in Massively Multiplayer Online Role-Playing Games by Game DesignElina M. I. Koivisto. [doi]
- This is not a game: play in cultural environmentsKatie Salen, Eric Zimmerman. [doi]
- Together we brand: America s ArmyShenja van der Graaf, David B. Nieborg. [doi]
- Games as Technological Entry Point: A Case Study of UzbekistanBeth E. Kolko, Alex Thayer. [doi]
- Use of Computer and Video Games in the ClassroomJohn Kirriemuir, Angela McFarlane. [doi]
- You can t help shouting and yelling : fun and social interaction in Super Monkey BallLisbeth Klastrup. [doi]
- Problem Solving: The Essence of Player Action in Computer GamesKristine Jørgensen. [doi]
- Project Massive 1.0: Organizational Commitment, Sociability and Extraversion in Massively Multiplayer Online GamesA. Fleming Seay, William J. Jerome, Kevin Sang Lee, Robert E. Kraut. [doi]
- Making and breaking games: a typology of rulesAki Järvinen. [doi]
- Uncle Roy all around you: mixing games and theatre on the city streetsMartin Flintham, Rob Anastasi, Steve Benford, Adam Drozd, James Mathrick, Duncan Rowland, Amanda Oldroyd, Jon Sutton, Nick Tandavanitj, Matt Adams, Ju Row-Farr. [doi]
- The game, the player, the world: looking for a heart of gamenessJesper Juul. [doi]
- Stepping Back: Players as Active ParticipatorsMichael Nitsche, Maureen Thomas. [doi]
- Encounters with consumption during computer-mediated play: the development of digital games as marketing communication mediaMike Molesworth. [doi]
- Characters in Computer Games: Toward Understanding Interpretation and DesignPetri Lankoski, Satu Heliö, Inger Ekman. [doi]
- Gamescapes: exploration and virtual presence in game-worldsGeoff King, Tanya Krzywinska. [doi]
- This isn t a computer game you know! : revisiting the computer games/televised war analogyMelanie Swalwell. [doi]
- Textuality in video gamesDianne Carr, Andrew Burn, Gareth Schott, David Buckingham. [doi]
- The appeal of cute monkeysSusana Pajares Tosca. [doi]
- Enhancing gameplay: challenges for articifical intelligence in digital gamesDarryl Charles. [doi]
- Where have all the videogame console artists gone?Paul Catanese. [doi]
- Exploration in computer games - a new starting pointSimon Egenfeldt-Nielsen. [doi]
- Power and control of games: children as the actors of game culturesLaura Ermi, Frans Mäyrä. [doi]
- Parental mediation of children s video game playing: A similar construct as television mediationPeter Nikken. [doi]
- The Construction of Ludic SpaceErnest Adams. [doi]
- Videogame art: remixing, reworking and other interventionsGrethe Mitchell, Andy Clarke. [doi]
- Conditions of Engagement in Game Simulation: Contexts of Gender, Culture and AgeRalph Noble, Kathleen Ruiz, Marc Destefano, Jonathan Mintz. [doi]
- Vertigo and verticality in Super Monkey BallTroels Degn Johansson. [doi]
- The playability of texts vs. the readability of games: towards a holistic theory of fictionalityJulian Kücklich. [doi]
- Patches of Peace: Tiny Signs of Agency in Digital GamesCindy Poremba. [doi]
- Participatory design and opposing interests in development of educational computer gamesRikke Magnussen, Morten Misfeldt, Tasha Buch. [doi]
- Exploring clan culture: social enclaves and cooperation in online gamesHolin Lin, Chuen-Tsai Sun, Hong-Hong Tinn. [doi]
- Enchanting reality: a vision of big experiences on small platformsMartin Ericsson. [doi]
- Apocalypse the Spielberg Way: Representations of Death and Ethics in Saving Private Ryan, Band of Brothers and the Videogame Medal of Honor: FrontlineEva Kingsepp. [doi]
- As if by Magic: On Harry Potter as a Novel and Computer GameAnna Gunder. [doi]
- The other game researcher: participating in and watching the costruction of boundaries in game studiesMarinka Copier. [doi]
- It s no videogame: news commentary and the second gulf warMia Consalvo. [doi]
- Ka as shomin-geki: Problematizing videogame studiesWilliam Huber. [doi]
- Describing Games: An Interaction-Centric Structural FrameworkStaffan Björk, Jussi Holopainen. [doi]
- Computer games and violence: Is there really a connection?Tor Endestad, Leila Torgersen. [doi]