Presentation Title
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ID Politics?
(Running total)
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Bollocks?
(Running Total)
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Total
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From Game Studies to Studies of Play in Society
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1
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1
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1
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|
Game Elements-Attributes Model: a First Step towards a Structured Comparison of Educational Games
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–
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2
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2
|
|
Costume Agency in German LARP
|
–
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3
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3
|
|
The Ludic, the Cinematic and the Paratextual: Towards a Typology of Video Game Trailers
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–
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4
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4
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|
Minigames as Metaleptic Self-Referentiality
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–
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5
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5
|
|
Subversive Narrative Emergence in Gamer Poop: Queering Video Game Stories and Selves
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2
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6
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6
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|
Moral Panics in and Around 1980s Videogames
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3
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–
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7
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|
Roleplaying and Rituals For Heritage Orientated Games
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4
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–
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8
|
|
EVE is Real
|
5
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7
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9
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|
The Transtextual Screen: Exploring Crossmedia Intertextuality in Competitive Games and eSports
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–
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8
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10
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|
Start Up, Cash In, Sell Out, Bro Down: The Historical, Social, and Technological Context of a Toxic New Gaming Public
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6
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9
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11
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|
You Always BM in Hearthstone: Players’ Negotiation of Limited Communication Affordances
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–
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–
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12
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|
Better Off Alone? On the Significance of Asocial Gaming
|
7
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10
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13
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|
Ludic Selfies: Playing with Mobile Phones in Grand Theft Auto V
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–
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11
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14
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|
Selective Realism: Suffering, Violence, and War in First- and Third-Person Shooters
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8
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12
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15
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|
Animal Crossing: New Leaf and The Diversity of Horror in Video Games
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9
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13
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16
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|
The Limits of the Evolution of Female Characters in the Bioshock Franchise
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10
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14
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17
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|
Authors from 3 continents presenting the book by Mark Wolf (ed.) Video Games Around the World
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–
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–
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18
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|
Real World, Real Monsters: Adapting Gothic Horror for Location-Based Augmented-Reality Games
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–
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–
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19
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|
Who Needs Enemies? Architecture as Sole or Dominant Agent in Game Design
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–
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–
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20
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|
GameChanger: Designing Co-Located Games that Utilize Player Proximity
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–
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–
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21
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|
The Gamification of the Gothic
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–
|
15
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22
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|
A Multimodal Discourse Analysis of Video Games: A Ludonarrative Model
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–
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16
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23
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|
Analyzing Game Discourse Using Moral Foundations Theory
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11
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17
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24
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|
Exploring Multimodal Annotation of Videogames
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–
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18
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25
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|
A Double-Edged Sword: Work Practices in a Norwegian Game Company
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–
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–
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26
|
|
App advertising: The rise of the player commodity
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–
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–
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27
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|
On Trash and Games – Tracing the Problems Targeted by Gamification
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–
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19
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28
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|
Central European Game Studies panel: History and the state of the art of game studies in Poland, Hungary and the Czech Republic
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–
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–
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29
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|
Independent gamework and identity: Social problems and subjective nuances
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12
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20
|
30
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|
Hybrid Play and the Aesthetics of Recruitment
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–
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–
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31
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|
Game Studies in the Cinquecento
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–
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21
|
32
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|
Games as a Genre of Historical Discourse. The Past on Fast Forward
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–
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–
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33
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|
It‘s the game you don‘t play: Sonic X-Treme and its self-appointed keepers
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–
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22
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34
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|
Towards a ludonarrative toolbox
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–
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23
|
35
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|
Utopia, Ludonarrative Archaeologies and Cultural Knowledge
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–
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24
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36
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|
The Implied Player: between the Structural and the Fragmentary
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13
|
25
|
37
|
|
Gotta Go Fast: A Study in Speedrunning
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–
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–
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38
|
|
Bullet Hell: The Globalized Growth of danmaku games and the Digital Culture of High Scores and World Records
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–
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–
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39
|
|
Chicago‘s Pinball Paradox: Understanding the Role of Pinball Regulation in Early Videogame Censorship
|
14
|
–
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40
|
|
“Piece of Art” or “Nice to Have”: What Professional Video Game Critics Say About Music in Games
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–
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26
|
41
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|
Procedural Deformation and the Close Playing /Reading of Code: An Analysis of Jason Rohrer’s Code in Passage
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–
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27
|
42
|
|
Designing the Future of Democracy – Postmortem of the Near Future Expansion for Democracy 3*
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–
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27
|
42
|
|
How to Outplay a Power Outage
|
–
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–
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43
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|
Player Superstition as a Design Resource
|
–
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28
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44
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|
Workshop: Nonlinear Histories of Independent games
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–
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–
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45
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|
Analysing Cultural Heritage and its Representation in Video Games
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15
|
–
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46
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|
Early Computer Game Genre Preferences (1980-1984)
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–
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–
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48
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|
Time to Reminisce and Die: Representing Old Age in Art Games
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16
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29
|
48
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|
Workshop: Games and Transgressive Aesthetics
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17
|
30
|
49
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|
Ethical Recognition of Marginalized Groups in Digital Games Culture
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18
|
31
|
50
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|
The Concept and Research of Gendered Game Culture
|
19
|
32
|
51
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|
Hackers and Cyborgs: Binary Domain and Two Formative Videogame Technicities
|
20
|
33
|
52
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|
Get Milk – A Game of Lenses
|
21
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34
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53
|
|
Deep Springs and Dry Wells: A Study of the Casual Civic Game Get Water!
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–
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–
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54
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|
Keep on Moving: Designing a Physiotherapeutic Exergame for Different Devices and Exercises
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–
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–
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55
|
|
The persuasive properties of games for change. A case based analysis
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22
|
35
|
56
|
|
How do ‚gamers‘ empathise? Suspension of disbelief and narrative empathy in games
|
23
|
36
|
57
|
|
Libidinal Player Types Framework for Gamification
|
–
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37
|
58
|
|
The Well-Played MOBA: How DotA 2 and League of Legends use Dramatic Dynamics
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–
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–
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59
|
|
Editors of Play: The Scripts and Practices of Co-creativity in Minecraft and LittleBigPlanet
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–
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38
|
60
|
|
Videogames and Slavery
|
24
|
–
|
61
|
|
Playful Laboratories. The significance of games for knowledge production in the digital age
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–
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–
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62
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|
Protest games in the 1980s Czechoslovakia: Beyond procedural rhetoric
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–
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–
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63
|
|
Between the political and the post-political: exposing and concealing social conflicts in Polish history-themed board games
|
–
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–
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64
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|
Inviting Grief into Games: The Game Design Process as Personal Dialogue
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25
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39
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65
|
|
Digitising Boardgames: Issues and Tensions
|
–
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–
|
66
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|
Co-creative Game Design in MMORPGs
|
–
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–
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67
|
|
International Cultures of Creativity and Imitation
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26
|
–
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68
|
|
God and Gods in Digital Games
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–
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–
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69
|
|
The Palimpsest and Gesamtkunstwerk of Dead Space: a Close Readin
|
–
|
40
|
70
|
|
The Stanley Parable: Dystopia and the Implied Player
|
27
|
41
|
71
|
|
Applying the Two-Factor Theory to the PLAY Heuristics
|
–
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42
|
72
|
|
Defining the Global Ludo Polychotomy
|
–
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–
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73
|
|
The Tragedy of Betrayal: How the design of Ico and Shadow of the Colossus elicits emotion
|
–
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–
|
75
|
|
Creating Stealth Game Interventions for Attitude and Behavior Change: An “Embedded Design” Model
|
–
|
–
|
75
|
|
The Pressures of Games on History
|
–
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43
|
76
|
|
#GamerGate Birds of a Feather Session
|
28
|
44
|
77
|
|
Towards a historical analysis of the video game experience. The evolution of marketing discourse in the specialized press (1981-1995)
|
–
|
45
|
78
|
|
How gaming became sexist: a study of UK gaming magazines 1981-1995
|
29
|
46
|
79
|
|
Electronic Arts versus Blizzard: Real Games and the Large Studios that Make Them
|
–
|
–
|
80
|
|
Is Hacking the Brain the Future of Gaming?
|
–
|
–
|
81
|
|
Game and Videogame Ontologies
|
–
|
47
|
82
|
|
Teaching Game Studies: Course Post-Mortems and Syllabus Design
|
–
|
–
|
83
|
|
The Use of Theory in Designing a Serious Game for the Reduction of Cognitive Biases
|
30
|
48
|
84
|
|
How enterprises play: Towards a taxonomy for enterprise gamification
|
–
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–
|
85
|
|
Understanding Player Experience Through the Use of Similarity Matrix
|
–
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–
|
86
|
|
The Authority of Discourse Communities. Disseminating Technological and Industrial Celebration from Marketers to Academics.
|
–
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49
|
87
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|
Roguelike Universe: Drawing 36 Years of Roguelike Influence
|
–
|
–
|
88
|
|
Playing between rules: negotiating the ludic innovations of the MOBA genre
|
–
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–
|
89
|
|
Interactive storytelling for open game worlds.
|
–
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–
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90
|
|
Taking a Look at the Player’s Gaze: The Effects of Gaze Visualizations on the Perceived Presence in Games
|
–
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–
|
91
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|
Cues and insinuations: Indicating affordances of non-player character using visual indicators
|
–
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–
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92
|
|
Failed Games: Lessons Learned from Promising but Problematic Game Prototypes in Designing for Diversity
|
31
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50
|
93
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|
From Theory-Based Design to Validation and Back
|
–
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51
|
94
|
|
The Game of Georg Klaus
|
–
|
–
|
95
|
|
GameOff – a critical analysis of a digital game exhibition
|
–
|
–
|
96
|
|
Videogames as ‘Minor Literature’: Reading Videogame Stories through Paratexts
|
–
|
52
|
97
|
|
Whose mind is the signal? Focalization in video game narratives
|
32
|
53
|
98
|
|
Ideological Narratives of Play In Tropico 4 and Crusader Kings II
|
33
|
54
|
99
|
|
How gaming achieves popularity. The case of The Smash Brothers
|
–
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–
|
100
|
|
Research on Prosocial Behaviors in Video Games: Content Analysis and Empirical Study
|
34
|
55
|
101
|
|
“I wanna be a…”; the role(s) of gaming in teenage boys‘ decisions to study ICT
|
35
|
–
|
102
|
|
Problem gaming in an everyday perspective
|
–
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–
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103
|
|
What’s so funny about glitches: The practice of making glitch based gameplay videos
|
–
|
56
|
104
|
|
Video Games and the Culture of Laughter
|
–
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57
|
105
|
|
The Joy of Discovery, Experimentation or Just Exploitation? The Roles of Glitches in Video Game Culture
|
–
|
58
|
106
|
|
Systematic Analysis of In-game Purchases and Social Features of Mobile Social Games in Japan
|
–
|
–
|
107
|
|
Exploring Playful Experiences in Social Network Games
|
–
|
–
|
108
|
|
Reflecting on the History of the Game Engine in Japan
|
–
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–
|
109
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|
Design and Role of Play Features in LEGO Brand Toys
|
–
|
–
|
110
|
|
Exploring ‘Iteration’ in Game Development: Elaborative, Opportunistic and Omissive
|
–
|
–
|
111
|
|
The jumpscare and the gamergasm: Embodied displays of affect in gaming videos
|
–
|
–
|
112
|
|
Intersecting Vulnerabilities in Game Culture: The Effects of Inequities and Stereotype Threat on Player Confidence, Identification and Persistence Across Gender and Race
|
36
|
59
|
113
|
|
Towards a non-binary configuration of coalition: Feminism, queer theory, and GamerGate
|
37
|
60
|
114
|
|
Affective and Bodily Involvement in Children’s Tablet Play
|
–
|
–
|
115
|
|
Gaming Experience as a Prerequisite for the Adoption of Digital Games in the Classroom?
|
–
|
–
|
116
|
|
A Practical Model for Exploring the Usefulness of Games for Classrooms
|
–
|
–
|
117
|
|
Integrating the Threads of Game Studies? Toward a Unified Account of Game, Gameplay, Player, Value and Aesthetics
|
–
|
61
|
118
|
|
We are Never Alone: Sharing Culture through “World Games”
|
38
|
–
|
119
|
|
Dealing with Uncertainty. Ludic Epistemology in an Age of new Essentialisms
|
–
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62
|
120
|
|
Typology of realisms. An ontology-based model of types of realism in video games.
|
–
|
63
|
121
|
|
Shooting the game: filming and editing in video games
|
–
|
–
|
122
|
|
What We Leave Out: Diversity, Games, and Paying-to-Win
|
39
|
–
|
123
|
|
The player/ game dualism and its dialectical resolution: philosophical praxis, mimesis and techne
|
–
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64
|
124
|
|
Workshop: Meta-Games and Meta-Gaming. An Anthology
|
–
|
–
|
125
|
|
Authenticity Quest: On the conditions of possibility for ‘being yourself’ in a computer game
|
40
|
–
|
126
|
|
Forced to Be Free, Partially: Participation Norms in Video Gaming Encounter
|
–
|
65
|
127
|
|
The Gaiety: Meditations on Arcade Player Practices
|
–
|
66
|
128
|
|
Digital gaming as a gendered technology: Nerdcore porn, intimacy and control
|
41
|
67
|
129
|
|
Poetic Thought: Making and thinking for transdisciplinary innovation
|
–
|
68
|
130
|
|
Playing with Love: Representations and Exclusions in Narrative and Mechanics
|
42
|
69
|
131
|
|
Hegemony As Process? The Communication of Ideology in Video Games and Its Effects
|
43
|
70
|
132
|
|
Performing in MOBAs: The Myth of Neutral Bodies and Game Design
|
44
|
71
|
133
|
|
Technological innovation and game design
|
–
|
–
|
134
|
|
On Board Games Played On Tablets, Smartphones, and other Computing Devices
|
–
|
–
|
135
|
|
Commodifying Gameplay
|
–
|
–
|
136
|
|
|
|
|
|
Total
|
44
|
72
|
136
|
|
Percentage
|
32.1
|
52.6
|
–
|