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Digital Games Research Conference

DIGRA

C

CORE rank

CORE rank (raw)

C

Fields of research

Graphics, Augmented Reality and Games · Human-Centred Computing

Papers indexed

1,183

2002–2024

Papers per year

2002238 peak2024

DIGRA papers

1,183 records sourced from DBLP. Search titles, filter by year, sort by recency.

YearTitleAuthors
2022Gamechangers of 40k: Professionalization and Commodification of Warhammer 40, 000.Patrick Prax, Bjrn Sjblom
2022Networked Participation sets the Game Free - Warhammer 40k on Tabletop Simulator.Patrick Prax
2022Why microtransactions may not necessarily be bad: a criticism of the consequentialist evaluation of video game monetisation.Elena Petrovskaya
2022HurricaneLog: A humanitarian logistics game on hurricane preparedness and response operations.Thiago Pereira, Daniel Aloise, Marie-ve Rancourt, Danny Godin
2022Digital Gaming During the Early COVID-19 Pandemic: Healthy Escapism and Social Connectedness.Timo Partala
2022"Fear the Old Blood": The Gothicism of Bloodborne.Hiranya Mukherjee
2022Now It's Impersonal: On Player Decentered Design.Edward Morrell
2022An Exploitation Ecosystem Model for Fan-based Labour in the Games Industry.Christopher McCutcheon, Michael Hitchens, Mitchell W. McEwan
2022Considering the Person in the Puzzle: Challenging common assumptions about Sudoku player strategies.Alice M. Lynch, Christopher Jefferson, Uta Hinrichs
2022Genesis of a Gaming Culture: a Historical Analysis Based on the Computer Press in Portugal.Luciana Lima, Camila Pinto, Patrcia Gouveia
2022Analysis of pay-what-you-want donation behavior in game communities on social live streaming services.Hisayuki Kunigita, Amna Javed, Youji Kohda
2022Playing or Being Played? Choice and Agency in Videogames: Reflecting on The Witcher III: Wild Hunt (2016).Danielle Kleinerman
2022Stories and Changing Social Norms: Representation of Gender in Video Games from 2007 to 2017.Kaitlyn Kingsland
2022Situational analysis as a method for qualitative inquiry of games.Ida Kathrine Hammeleff Jrgensen
2022Gaming for All: Discourse and Identity amongst Difabel Gamers in Indonesia.Haryo Pambuko Jiwandono, Edeliya Relanika Purwandi
2022Crash-N-Comedy: Slapstick Comedy in Crash Bandicoot N.Sane Trilogy and Crash Tag Team Racing.Haryo Pambuko Jiwandono
2022Practical Considerations for Values-Conscious Pervasive Games.Adam Jerrett, Peter Howell, Koos J. W. de Beer
2022Posthumanist Attitude Towards Animals in Digital Games.Eleonora Imbierowicz
2022The evolution of cyberpunk realia in video games.Pierre-Yves Houlmont, Bjrn-Olav Dozo
2022Playing A|part Together in Animal Crossing: New Horizons During the COVID-19 Pandemic.Ludens Homo
2022Final Fantasy VII Remake: In Search of Queer Celebration.Nicky Heijmen, Mirjam Vosmeer
2022Towards a Model of the Design Process for Games.John P. Healy, Charlie Cullen
2022Social aspects in game accessibility research: a literature review.Lobna Hassan, Pauliina Baltzar
2022Playing For Keeps: Digital Games to Preserve Indigenous Languages & Traditions.Charly Harbord, David Lyons, Euan W. Dempster
2022Play Arcs: Structuring Player Stories for CoDesign & Content Generation in Persistent Game Worlds.Viktor Gustafsson, Benjamin Holme, Wendy E. Mackay
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Comparable venues

Other A*/A conferences filed under the same field of research.