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Making Sense of Games: A Methodology for Humanistic Game Analysis

Publications

On the Ultimate Goals of Games: Winning, Finishing, and Prolonging

Author(s): José P. Zagal, Michael S. Debus, Rogelio E. Cardona-Rivera
Published in: Philosophy of Computer Games 2019 - Aesthetics of Computer Games, 2019
Publisher: Game Philosophy Network

The Death of Gamers: How Do We Address The Gamer Stereotype?

Author(s): Nina Patricia Houe
Published in: 2020 DiGRA International Conference, 2020
Publisher: Digital Games Research Association

Zombies, aliens, monsters, and slime: Making sense of the mess through a taxonomy of non-human representations in games

Author(s): Michael S. Debus, Ida Kathrine Hammeleff Jørgensen
Published in: Digital Games Research Association Conference 2017, 2017
Publisher: Swinburn University of Technology

Classifying Classifications: A Meta-Perspective on Game Classifications

Author(s): Michael S. Debus
Published in: Digital Games Research Association Conference 2017, 2017
Publisher: Swinburne University of Technology

Bride, Demon or Alien? Undressing Stigma in Catherine: Full Body

Author(s): Nina Patricia Houe, Joleen Blom
Published in: Proceedings of DiGRA 2020, 2020
Publisher: Digital Games Research Association

What’s important to a game? Adding a Hierarchy to the Cybermedia Model

Author(s): Michael S. Debus, Pawel Grabarczyk
Published in: Digital Games Research Association Conference 2017, 2017
Publisher: Swinburne University of Technology

When Are We Done with Games?

Author(s): Niels Justesen, Michael S. Debus, Sebastian Risi
Published in: 2019 IEEE Conference on Games (CoG), 2019, Page(s) 1-8, ISBN 978-1-7281-1884-0
Publisher: IEEE
DOI: 10.1109/cig.2019.8847963

When does a game lose its identity? A critical analysis of the notion of a ‘game port’

Author(s): Espen Aarseth, Pawel Grabarczyk
Published in: Digital Games Research Association Conference 2017, 2017
Publisher: Swinburne University of Technology

A Ludo Mix Perspective on Dynamic Game Characters

Author(s): Joleen Blom
Published in: Proceedings from the Digital Games Research Association 2019 — Game, Play, and the Emerging Ludomix, 2019
Publisher: Digital Games Research Association

"The problematic coexistence of ""internet gaming disorder"" and esports"

Author(s): Rune Kristian Lundedal Nielsen, Veli-Matti Karhulahti
Published in: Proceedings of the International Conference on the Foundations of Digital Games - FDG '17, 2017, Page(s) 1-4, ISBN 9781-450353199
Publisher: ACM Press
DOI: 10.1145/3102071.3106359

Metagames - on the ontology of games outside of games

Author(s): Michael S. Debus
Published in: Proceedings of the International Conference on the Foundations of Digital Games - FDG '17, 2017, Page(s) 1-9, ISBN 9781-450353199
Publisher: ACM Press
DOI: 10.1145/3102071.3102097

Overwatch as a Shared Universe: Game Worlds in a Transmedial Franchise

Author(s): Joleen Blom
Published in: Proceedings from the Digital Games Research Association 2018 Conference — The Game is the Message, 2018
Publisher: DiGRA Digital Library

Media and games - an intermedial framework

Author(s): Ida Kathrine Hammeleff Jørgensen
Published in: Proceedings of the 13th International Conference on the Foundations of Digital Games - FDG '18, 2018, Page(s) 1-10, ISBN 9781-450365710
Publisher: ACM Press
DOI: 10.1145/3235765.3235794

Contextualizing Pathological Gaming – A Proof-of-Concept Study

Author(s): Casper S. Boonen, Mikkel V. Christiansen, Agnete W. Ilsøe, Marie M. Staunstrup, Rune Kristian Lundedal Nielsen
Published in: Proceedings from the Digital Games Research Association 2018 Conference — The Game is the Message, 2018
Publisher: DiGRA Digital Library

Are Loot Boxes Gambling? Random reward mechanisms in video games

Author(s): Rune Kristian Lundedal Nielsen, Pawel Grabarczyk
Published in: DiGRA '18 - Proceedings of the 2018 DiGRA International Conference : The Game is the Message, 2018
Publisher: DiGRA Digital Library

An Ontological Meta-Model for Game Research

Author(s): Espen Aarseth, Paweł Grabarczyk
Published in: Proceedings of DiGRA 2018, 2018
Publisher: DiGRA

From Rogue to lootboxes: two faces of randomness in computer games.

Author(s): Paweł Grabarczyk
Published in: 2018
Publisher: Game Philosophy Network

Port or conversion? An ontological framework for classifying game versions

Author(s): Paweł Grabarczyk, Espen Aarseth
Published in: 2019
Publisher: Digital Games Research Association

A game is a game is a game

Author(s): Ida Kathrine Hammeleff Jørgensen
Published in: Digital Games Research Association Conference 2017, 2017
Publisher: Swinburne University of Technology

Not Just Fun and Games: The Status-quo of Commercial Games in Teaching

Author(s): Ida Kathrine Hammeleff Jørgensen, Michael S. Debus
Published in: ATEE Spring Conference 2020-2021. Book of Abstracts, 2021, Page(s) 45-48, ISBN 978-88-5518-412-0
Publisher: Firenze University Press
DOI: 10.36253/978-88-5518-412-0

The game itself? - Towards a Hermeneutics of Computer Games

Author(s): Espen Aarseth, Sebastian Möring
Published in: International Conference on the Foundations of Digital Games, 2020, Page(s) 1-8, ISBN 9781450388078
Publisher: ACM
DOI: 10.1145/3402942.3402978

eSports Skills are People Skills

Author(s): Rune Kristian Lundedal Nielsen, Thorkild Hanghøj
Published in: """Proceedings of the 12th European Conference on Game Based Learning """, 2019, Page(s) 63, ISBN 9781912764389
Publisher: ACPI
DOI: 10.34190/gbl.19.041

Understanding Games through a Character-World Framework

Author(s): Joleen Blom
Published in: Digital Games Research Association Conference 2017, 2017
Publisher: Swinburne University of Technology

Crimes Against Pokémon GO: Why Dopamine Does Not Explain the Pleasure of Video Games

Author(s): Rune Kristian Lundedal Nielsen, Joleen Blom
Published in: Digital Games Research Association Conference 2017, 2017
Publisher: Swinburne University of Technology

Characters Without Signifiers

Author(s): Espen Aarseth
Published in: Narrative, Issue 30(2), 2022, ISSN 1063-3685
Publisher: Ohio State University Press

Epic, Steam, and the role of skin-betting in game (platform) economies

Author(s): Anne Mette Thorhauge, Rune Kristian Lundedal Nielsen
Published in: Journal of Consumer Culture, Issue 21(1), 2021, Page(s) 52-67, ISSN 1469-5405
Publisher: SAGE Publications
DOI: 10.1177/1469540521993929

The Past through Stereoscopic Lenses. Video Games Nostalgia in Virtual Reality

Author(s): Paweł Grabarczyk
Published in: Przegląd Kulturoznawczy, Issue 2 (44), 2020, Page(s) 54-74, ISSN 1895-975X
Publisher: Instytut Sztuk Audiowizualnych Uniwersytetu Jagiellońskiego
DOI: 10.4467/20843860pk.20.014.12378

Policy on unreliable game addiction diagnoses puts the cart before the horse.

Author(s): Christopher J. Ferguson, Anthony M. Bean, Rune K. L. Nielsen, Mark P. Smyth
Published in: Psychology of Popular Media, Issue 9/4, 2020, Page(s) 533-540, ISSN 2689-6575
Publisher: American Psychological Association Inc.
DOI: 10.1037/ppm0000249

It's like a walk in the park - On why are walking simulators so controversial

Author(s): Paweł Grabarczyk
Published in: Transformacje, Issue 1 (3-4), 2016, Page(s) 241-263, ISSN 1230-0292
Publisher: Akademia Leona Koźmińskiego

Video Game Navigation: A Classification System for Navigational Acts

Author(s): Michael S. Debus
Published in: Replay. The Polish Journal of Game Studies, Issue 3/1, 2016, ISSN 2391-8551
Publisher: Wydawnictwo Uniwersytetu Lódzkiego
DOI: 10.18778/2391-8551.03.02

Voice Assistants as Characters—or Not

Author(s): Joleen Blom
Published in: Narrative, Issue 30(2), 2022, Page(s) 170-176, ISSN 1538-974X
Publisher: The Ohio State University Press
DOI: 10.1353/nar.2022.0031

Split-Screen: Videogame History through Local Multiplayer Design

Author(s): Veli-Matti Karhulahti, Pawel Grabarczyk
Published in: Design Issues, Issue 37(2), 2021, Page(s) 32-44, ISSN 0747-9360
Publisher: University of Illinois Press
DOI: 10.1162/desi_a_00634

The Encyclopedia of Ludic Terms

Author(s): Pawel Grabarczyk, Michael S. Debus, Espen Aarseth, Ida Kathrine Hammeleff Jørgensen, Miruna Vozaru, Nina Patricia Houe, Rune Kristian Lundedal Nielsen
Published in: Issue 1, 2022
Publisher: The Encyclopedia of Ludic Terms

Game Analysis Reloaded: Editorial for Game Studies Special Issue

Author(s): Ida Kathrine Hammeleff Jørgensen, Espen Aarseth
Published in: Game Studies, Issue 22(2), 2022, ISSN 1604-7982
Publisher: Game Studies

Narrative (Special Issue: Character and Character Studies)

Author(s): Joleen Blom, James Phelan
Published in: Narrative, Issue 30(2), 2022, ISSN 1538-974X
Publisher: The Ohio State University Press

"SNES - Not so ""Super,"" After All"

Author(s): Paweł Grabarczyk
Published in: Game studies: the international journal of computer game research, 2018, ISSN 1604-7982
Publisher: Game Studies

Ludotopia - Spaces, Places and Territories in Computer Games

Author(s): Espen Aarseth, Stephan Günzel
Published in: 2019, ISBN 9783839447307
Publisher: Columbia University Press
DOI: 10.14361/9783839447307

The Game Situation: An object-based game analysis framework

Author(s): Miruna Vozaru
Published in: 2022, ISBN 978-87-7949-070-3
Publisher: The IT University of Copenhagen

Unifying Game Ontology: A Faceted Classification of Game Elements.

Author(s): Michael S. Debus
Published in: 2019
Publisher: ITU Copenhagen

The Dynamic Game Character: Definition, Construction, and Challenges in Character Ecology

Author(s): Joleen Blom
Published in: 2020
Publisher: IT University of Copenhagen

Games as representational artifacts: A media-centered analytical approach to representation in games

Author(s): Ida Kathrine Hammeleff Jørgensen
Published in: 2020
Publisher: 978-87-7949-036-9

Perceived Behaviors of Personality-Driven

Author(s): Miruna Vozaru, Alberto Alvarez
Published in: Violence | Perception | Video Games - New Directions in Game Research, 2019, Page(s) 171-184, ISBN 9783839450512
Publisher: transcript-Verlag
DOI: 10.14361/9783839450512-015

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