Abstract is missing.
- Finding Meaning in Abstract Games: A Deep Reading of Sage SolitaireMike Treanor. [doi]
- A Statistical Analysis of Player Improvement and Single-Player High ScoresAaron Isaksen, Andy Nealen. [doi]
- BioGraphr: Science Games on a Biotic ComputerLukas C. Gerber, Michael C. Doshi, Honesty Kim, Ingmar H. Riedel-Kruse. [doi]
- "Playing RPG Maker"? Amateur Game Design and Video GamingPierre-Yves Hurel. [doi]
- Environmental Storytelling, Ideologies and Quantum Physics: Narrative Space And The BioShock GamesSamuel Zakowski. [doi]
- Source Code and Formal Analysis: A Hermeneutic Reading of PassageEa Christina Willumsen. [doi]
- Paratextual Play: Unlocking the Nature of Making-of Material of GamesRené Glas. [doi]
- Combining Speech Intervention and Cooperative Game Design for Children with ASDNatalie Lyon, David I. Leitman, Jichen Zhu. [doi]
- "Ruinensehnsucht" - Longing for Decay in Computer GamesMathias Fuchs. [doi]
- Collegiate E-sports as Work or PlaySky Kauweloa, Jennifer Sunrise Winter. [doi]
- "Who Am 'I' in the Game?": A Typology of the Modes of Ludic SubjectivityDaniel Vella. [doi]
- Selling the Imperium: Changing Organisational Culture and History in EVE OnlineNick Webber, Oskar Milik. [doi]
- Conventions within eSports: Exploring Similarities in DesignSamer Al Dafai. [doi]
- Bridging the Physical Learning Divides: A Design Framework for Embodied Learning Games and SimulationsEdward F. Melcer, Katherine Isbister. [doi]
- Game Jams as an Opportunity for Industry DevelopmentKristy de Salas, Ian Lewis, Ivan Bindoff. [doi]
- The Emancipated PlayerGerald Farca. [doi]
- Spectrum: Exploring the Effects of Player Experience on Game DesignJean-Luc Portelli, Rilla Khaled. [doi]
- A Lightweight Videogame Dialogue ManagerJames Owen Ryan, Michael Mateas, Noah Wardrip-Fruin. [doi]
- Discovering Social and Aesthetic Categories of Avatars: A Bottom-Up Artificial Intelligence Approach Using Image ClusteringChong-U Lim, Antonios Liapis, D. Fox Harrell. [doi]
- Playing with Data: Procedural Generation of Adventures from Open DataGabriella A. B. Barros, Antonios Liapis, Julian Togelius. [doi]
- The Impact of Co-Located Play on Social Presence and Game Experience in a VR GameMaureira Marcello A. Gómez, Fons Verbeek. [doi]
- 4x Gamer as Myth: Understanding through Player MythologiesJohnathan Harrington. [doi]
- Sustainable Life Cycle Game Design: Mixing Games and Reality to Transform EducationCasper Harteveld, Yetunde Folajimi, Steven C. Sutherland. [doi]
- Player Rating Systems for Balancing Human Computation Games: Testing the Effect of BipartitenessSeth Cooper, Sebastian Deterding, Theo Tsapakos. [doi]
- Digital Detritus: What Can We Learn From Abandoned Massively Multiplayer Online Game Avatars?Kelly Bergstrom, Suzanne de Castell, Jennifer Jenson. [doi]
- Rapidly-Exploring Random Tree approach for Geometry FriendsRui Soares, Francisco Leal, Rui Prada, Francisco S. Melo. [doi]
- The Tapper Videogame Patent as a Series of Close ReadingsMark J. Nelson. [doi]
- The Diversity of Attitudes towards Play at the Workplace - A Case of an Academic CommunityTimo Nummenmaa, Ville Kankainen, Sampo Savolainen, Annakaisa Kultima, Juho Karvinen, Kati Alha, Antti Syvänen, Heikki Tyni. [doi]
- Critically Approaching the Playful and Participatory Genealogy of MOBAsJosh Jarrett. [doi]
- Review of Social Features in Social Network GamesJanne Paavilainen, Kati Alha, Hannu Korhonen. [doi]
- Super Mario as a String: Platformer Level Generation Via LSTMsAdam J. Summerville, Michael Mateas. [doi]
- Prank, Troll, Gross and Gore: Performance Issues in Esport Live-StreamingVeli-Matti Karhulahti. [doi]
- Designing Unconventional Use of Conventional Displays in Games: Some Assembly RequiredWilliam Goddard, Alexander Muscat. [doi]
- Four Lenses for Designing Morally Engaging GamesMalcolm Ryan, Dan Staines, Paul Formosa. [doi]
- Good Violence, Bad Violence: The Ethics of Competition in Multiplayer GamesC. Thi Nguyen, José Pablo Zagal. [doi]
- "We Don't Sell Blocks" Exploring Minecraft's Commissioning MarketPanagiotis Koutsouras, Sarah Martindale, Andy Crabtree. [doi]
- Interactive Biotechnology: Design Rules for Integrating Biological Matter into Digital GamesLukas C. Gerber, Honesty Kim, Ingmar H. Riedel-Kruse. [doi]
- Toward Ludic Gerontechnology: a Review of Games for Dementia CareClaire Dormann. [doi]
- Playing the System: Comparing the Efficacy and Impact of Digital and Non-Digital Versions of a Collaborative Strategy GameGeoff F. Kaufman, Mary Flanagan. [doi]
- Designing a Serious Game for General Practice ManagementJan Strien, Ronald Batenburg, Fabiano Dalpiaz. [doi]
- Integrating Curiosity and Uncertainty in Game DesignAlexandra To, Ali Safinah, Geoff F. Kaufman, Jessica Hammer. [doi]
- Critical Alternative Journalism from the Perspective of Game JournalistsPatrick Prax, Alejandro Soler. [doi]
- Developing Ideation Cards for Mixed Reality Game DesignRichard Wetzel, Tom Rodden, Steve Benford. [doi]
- Walking Simulators: The Digitisation of an Aesthetic PracticeRosa Carbo-Mascarell. [doi]
- Creative Communities: Shaping Process through Performance and PlayLynn Parker, Dayna Galloway. [doi]
- What Does it Mean to be Orlanthi? Hermeneutic Challenge in King of Dragon PassArjoranta Jonne. [doi]
- Selling out the magic circle: free-toplay games and developer ethicsPhillip Jordan, Wayne Buente, Paula Alexandra Silva, Howard Rosenbaum. [doi]
- Two Worlds, One Gameplay: A Classification of Visual AR GamesMarina Knauer, Joschka Mütterlein. [doi]
- You Say Jump, I Say How High? Operationalising the Game Feel of JumpingMartin Fasterholdt, Martin Pichlmair, Christoffer Holmgård. [doi]
- Using Interactive Social Story Games to Teach Social Skills to Children with AutismJichen Zhu, Connor Kerns, James Connell, Natalie Lyon. [doi]
- Making the Familiar Unfamiliar: Techniques for Creating Poetic GameplayAlex Mitchell 0001. [doi]
- Game Essays as Critical Media and Research PraxisStephanie de Smale. [doi]
- Grouches, Extraverts, and Jellyfish: Assessment Validity and Game Mechanics in a Gamified AssessmentLaura M. Levy, Rob Solomon, Jeremy Johnson, Jeff Wilson, Amy J. Lambeth, Maribeth Gandy, Joann Moore, Jason Way, Ruitao Liu. [doi]
- Behaviour Change Wheel Driven Normative Feedback in a Serious Game for Energy ConservationLindsay Wells, Kristy de Salas, Ian Lewis. [doi]
- Design Lessons From Binary Fission: A Crowd Sourced Game for Precondition DiscoveryKate Compton, Heather Logas, Joseph C. Osborn, Chandranil Chakrabortti, Kelsey Coffman, Daniel Fava, Dylan Lederle-Ensign, Zhongpeng Lin, Jo Mazeika, Afshin Mobramaein, Johnathan Pagnutti, Husacar Sanchez, Jim Whitehead, Brenda Laurel. [doi]
- Playful Fandom: Gaming, Media and the Ludic Dimensions of Textual PoachingOrion Mavridou. [doi]
- Enacting aporia: Roger Caillois' game typology as formalist methodologyMichel Ottens. [doi]
- GameNet and GameSage: Videogame Discovery as Design InsightJames Owen Ryan, Eric Kaltman, Timothy Hong, Katherine Isbister, Michael Mateas, Noah Wardrip-Fruin. [doi]
- Three Shadowed Dimensions of Feminine Presence in Video GamesCosima Rughinis, Razvan Rughinis, Elisabeta Toma. [doi]
- G-Player: Exploratory Visual Analytics for Accessible Knowledge DiscoveryAlessandro Canossa, Truong-Huy D. Nguyen, Magy Seif El-Nasr. [doi]
- The Journey to Nature: The Last of Us as Critical DystopiaGerald Farca, Charlotte Ladevèze. [doi]
- Critical Acclaim and Commercial Success in Mobile Free-to-Play GamesKati Alha, Elina Koskinen, Janne Paavilainen, Juho Hamari. [doi]
- First-Person Walkers: Understanding the Walker Experience through Four Design ThemesAlexander Muscat, William Goddard, Jonathan Duckworth, Jussi Holopainen. [doi]
- An Impression of Home: Player Nostalgia and the Impulse to Explore Game WorldsRobin J. S. Sloan. [doi]