Abstract is missing.
- The strenuous task of maintaining and making friends: Tensions between play and friendship in MMOsLina Eklund, Kristine Ask. [doi]
- The Role of Micronarrative in the Design and Experience of Digital GamesJim Bizzocchi, Michael Nixon, Steve DiPaola, Natalie Funk. [doi]
- Understanding a Socially Awkward Digital Play JourneyAmy Huggard, Anushka De Mel, Jayden Garner, Cagdas Toprak, Alan D. Chatham, Florian Mueller. [doi]
- Playability and its Absence - A post-ludological critiqueOlli Tapio Leino. [doi]
- A Conceptual Model for the Study of Persuasive GamesTeresa de la Hera Conde-Pumpido. [doi]
- Rules in Computer Games Compared to Rules in Traditional GamesChris DeLeon. [doi]
- A Cognitivist Theory of Affordances for GamesRogelio Enrique Cardona-Rivera, Robert Michael Young. [doi]
- Cops & Rubbers: A game promoting advocacy and empathy in support of public health and human rights of sex workersLien Tran. [doi]
- Online Diasporas: Theoretical Considerations on the Study of Diasporic Behavior in MMORPGsJavier Salazar. [doi]
- Nostalgia in Retro Game DesignMaria B. Garda. [doi]
- Untangling Twine: A Platform StudyJane Friedhoff. [doi]
- A Study of Team Cohesion and Player Satisfaction in two Face-to-Face GamesEleanor Martin, Judith Good. [doi]
- Regulating Virtual Worlds: Considering Participant-Driven ApproachesDarryl Woodford. [doi]
- It's all fun and games... A history of ideas concerning gamificationFelix Raczkowski. [doi]
- Understanding the Videogame Medium through Perspectives of ParticipationLuís Lucas Pereira, Licinio Roque. [doi]
- Embodied Interactive Characters using Social RobotsMei Si, Michael Garber-Barron. [doi]
- Suit The System To The Player: A Methodology for Physical CreativityJane Friedhoff. [doi]
- The Social Dimension of Collective Storytelling in SkyrimHéctor Puente, Susana Tosca. [doi]
- Citizen Archivists at Play: Game Design for Gathering Metadata for Cultural Heritage InstitutionsMary Flanagan, Sukdith Punjasthitkul, Max Seidman, Geoff F. Kaufman, Peter Carini. [doi]
- Disciplinary Identity of Game Scholars: An OutlineFrans Mäyrä, Jan Van Looy, Thorsten Quandt. [doi]
- Indie Game Studies Year ElevenFelan Parker. [doi]
- The Game's Afoot: Designing Sherlock HolmesClara Fernández-Vara. [doi]
- Game Design and Business Model: an Analysis of Diablo 3Patrick Prax. [doi]
- Attention whore! Perception of female players who identify themselves as women in the communities of MMOsIvelise Fortim, Carolina de Moura Grando. [doi]
- Memory of a Broken Dimension: a study in a politics of skill for experimental art gamesWilliam Lockett. [doi]
- Stanislavky's System as a Game Design Method: A Case StudyBorja Manero, Clara Fernández-Vara, Baltasar Fernández-Manjón. [doi]
- Ludic Zombies: An Examination of Zombieism in GamesHans-Joachim Backe, Espen Aarseth. [doi]
- The Long Decade of Game Studies: Case of FinlandOlli Sotamaa, Jaakko Suominen. [doi]
- An Account of Proceduralist MeaningMike Treanor, Michael Mateas. [doi]
- Elements of Social Action: A Micro- Analytic Approach to the Study of Collaborative Behavior in Digital GamesJ. Patrick Williams, David Kirschner. [doi]
- Constructing the Ideal EVE Online PlayerKelly Bergstrom, Marcus Carter, Darryl Woodford, Christopher A. Paul. [doi]
- From Euclidean Space to Albertian Gaze : Traditions of Visual Representation in Games Beyond the SurfaceDominic Arsenault, Audrey Larochelle. [doi]
- Engaging students in OH&S hazard identification through a gameStefan Greuter, Susanne Tepe. [doi]
- Good Fences Make Good Neighbors: Values of Digital Objects in FarmVille2Jane Gruning. [doi]
- The Pretence Awareness Contexts and Oscillating Nature of Coaching FramesMitchell Harrop, Martin R. Gibbs, Marcus Carter. [doi]
- Incongruous Avatars and Hilarious Sidekicks: Design Patterns for Comical Game CharactersClaire Dormann, Mish Boutet. [doi]
- Everyone's a Winner at Warhammer 40K (or, at least not a loser)Mitchell Harrop, Martin R. Gibbs, Marcus Carter. [doi]
- Teaching Serious Game App Design Through Client-based ProjectsChristopher Totten. [doi]
- Moving on from the Original Experience: Games history, preservation and presentationMelanie Swalwell. [doi]
- Fusing Quantitative and Qualitative Methods in Virtual Worlds Behavioral ResearchCarl Symborski, Gary M. Jackson, Meg Barton, Geoffrey Cranmer, Byron Raines, Mary Magee Quinn, Celia Pearce. [doi]
- Understanding Videogame CitiesBobby Schweizer. [doi]
- Assassin's Creed III and the Aesthetics of DisappointmentJonathan Church, Michael Klein. [doi]
- Gaming the Gap: A Small World Simulation of Human Migration Response to StressorsJennifer Stoll, Ian Malave, Matt Campbell, Devin White. [doi]
- Foreword - Proceedings of DiGRA 2013 : DeFragging Game StudiesCelia Pearce, Helen W. Kennedy, John Sharp. [doi]
- Formalizing casual games: A study based on game designers' professional knowledgeLaureline Chiapello. [doi]
- A Reality Game to Cross Disciplines: Fostering Networks and CollaborationBenjamin Stokes, Jeff Watson, Tracy Fullerton, Simon Wiscombe. [doi]
- Analyzing the believability of game character behavior using the Game Agent MatrixHenrik Warpefelt, Magnus Johansson, Harko Verhagen. [doi]
- (Re)Mark(s) of the Ninja: Replaying the RemnantsPierre-Marc Côté. [doi]
- eSport and the Human Body: foundations for a popular aestheticsSimon Ferrari. [doi]
- Feminist Art Game PraxisEmma Westecott, Hannah Epstein, Alexandra Leitch. [doi]
- Ethnographic Fieldwork in the Study of Game ProductionGabrielle Garner. [doi]
- From Generative to Conventional Play: MOBA and League of LegendsSimon Ferrari. [doi]
- Experts and Novices or Expertise? Positioning Players through Gameplay ReviewsDavid Kirschner, J. Patrick Williams. [doi]
- An Introduction to EEG Analysis Techniques and Brain-Computer Interfaces for Games User ResearchersRina R. Wehbe, Lennart Nacke. [doi]
- "I commenced an examination of a game called 'tit-tat-to'": Charles Babbage and the "First" Computer GameDevin Monnens. [doi]
- Learning and Enjoyment in Serious Gaming - Contradiction or Complement?Ulrich Wechselberger. [doi]
- DeFragging Regulation: From putative effects to 'researched' accounts of player experienceGareth Schott, Raphaël Marczak, Frans Mäyrä, Jasper van Vught. [doi]
- "We are two strong women" - Designing Empowerment in a Pervasive GameJon Back, Annika Waern. [doi]
- Understanding Japanese Games EducationJosé Pablo Zagal. [doi]
- Cosplay - Material and Transmedial Culture in PlayNicolle Lamerichs. [doi]
- The Sightlence Game: Designing a Haptic Computer Game InterfaceMathias Nordvall. [doi]
- Transforming Game Narrative through Social Media: Studying the Mass Effect Universe of TwitterWilliam Ryan, Zach Gilson. [doi]
- Press X for Meaning: Interaction Leads to Identification in Heavy RainMichael Nixon, Jim Bizzocchi. [doi]
- Leveraging Play in Health-Based Games to Promote Sustained Behavior Change in Healthy Eating and ExerciseShree Durga, Magy Seif El-Nasr, Mariya Shiyko, Carmen Sceppa, Pamela Naab, Lisa Andres. [doi]
- Puzzle Is Not a Game! Basic Structures of ChallengeVeli-Matti Karhulahti. [doi]
- How I Learned to Stop Worrying and Love the Gamer: Reframing Subversive Play in Story-Based GamesJoshua Tanenbaum. [doi]
- Defragging the Magic Circle: From Experience Design to Reality DesignAdam Rafinski, Markus Zielke. [doi]
- Spec Ops: The Line's Conventional Subversion of the Military ShooterBrendan Keogh. [doi]
- Big Huggin' A Case Study in Affection GamingLindsay D. Grace. [doi]
- Affection Games in Digital Play: A Content Analysis of Web Playable GamesLindsay D. Grace. [doi]
- Defragmentation and Mashup: Ludic Mashup as a Design ApproachIsaac Lenhart. [doi]
- Viewpoints AI: Procedurally Representing and Reasoning about GesturesMikhail Jacob, Alexander Zook, Brian Magerko. [doi]
- What Happens when a Cyberworld Ends? The case of There.comIsrael V. Márquez. [doi]
- DESIGN(er) META GameCary Staples, Neil Ward, Vittorio Marone. [doi]