This project has received funding from the European Research Council (ERC) under the European Union’s H2020 ERC-ADG programme (grant agreement No 695528)
Bakkerud, F. (2022). Game space topology revisited: A review of labyrinthine terminology. Proceedings of DiGRA 2022.
Jørgensen, I.K.H. (2022). Situational analysis as a method for qualitative inquiry of games. Proceedings of DiGRA 2022.
Aguilar, J., Igarzábal, F.A., Debus, M.S., Maughan, C.L., Song, S-J., Vozaru, M., & Zimmerman, F. (eds.). (2022). Mental Health | Atmospheres | Video Games.
Vozaru, M. (2022). Reclaiming agency: Engaging non-human agency for a nuanced portrayal of mental distress and recovery. Mental Health | Atmospheres | Video Games, eds. Aguilar, J., Igarzábal, F.A., Debus, M.S., Maughan, C.L., Song, S-J., Vozaru, M., & Zimmerman, F.
Aarseth, E. (2022). Characters Without Signifiers. Narrative, 30(2), eds. Phelan, J., & Blom, J.
Blom, J. (2022). Voice Assistants as Characters – or Not. Narrative, 30(2), eds. Phelan, J., & Blom, J.
Blom, J., & Phelan, J. (eds.) (2022). Narrative (Special Issue: Character and Character Studies), 30(2).
Grabarczyk, P., Debus, M.S., Aarseth, E., Jørgensen, I.K.H., Vozaru, M. Houe, N.P., & Nielsen, R.K.L. (eds.). (2022). The Encyclopedia of Ludic Terms. https://eolt.org
Jørgensen, I.K.H., & Aarseth, E. (Eds.) (2022). Game Studies (Special Issue).
Jørgensen, I. K. H., & Debus, M. S. (2021). Not Just Fun and Games: The Status-quo of Commercial Games in Teaching. ATEE Spring Conference 2020-2021. Book of Abstracts, ed. by Ranieri, M., Menichetti, L., Cuomo, S., Parmigiani, D., & Pellegrini, M. Firenze: Firenze University Press.
Christensen, I.M., Marcher, M.H., Grabarczyk, P., Graversen, T., & Brabrand, C. (2021). Computing Educational Activities Involving People Rather Than Things Appeal More to Women (Recruitment Perspective). Proceedings of the 17th ACM Conference on International Computing Education Research (ICER 2021).
Nielsen, R.K.L., Hanghøj, T., Boller, M., & Mollerup, P. (2021). Teaching esports to young students with autism. The 16th International Conference on the Foundations of Digital Games (FDG) 2021.
Karhulahti, V-M., & Grabarczyk, P. (2021). Split-Screen: Videogame History through Local Multiplayer Design. Design Issues, 37(2).
Thorhauge, A.M., & Nielsen, R.K.L. (2021). Epic, Steam, and the role of skin-betting in game (platform) economies. Journal of Consumer Culture.
Grabarczyk, P. (2020). The past through stereoscopic lenses. Video games nostalgia in virtual reality. Przegląd Kulturoznawczy, 2(44).
Nielsen, R.K.L., & Hanghøj, T. (2020). eSports Skills are People Skills. Proceedings of the 13th European Conference on Games-Based Learning (ECGBL-2019).
Aarseth, E., & Möring, S. (2020). The game itself?: Towards a Hermeneutics of Computer Games. FDG ’20: International Conference on the Foundations of Digital Games. Bugibba, Malta: FDG 2020.
Houe, N.P. (2020). The Death of Gamers: How Do We Address The Gamer Stereotype?. 2020 DiGRA International Conference. Tampere, Finland.
Houe, N.P., & Blom, J. (2020). Bride, Demon or Alien? Undressing Stigma in Catherine: Full Body. Abstract from 2020 DiGRA International Conference. Tampere, Finland.
Blom, J. (2020). The Dynamic Game Character: Definition, Construction, and Challenges in Character Ecology. [Doctoral dissertation]. IT University of Copenhagen.
Jørgensen, I.K.H. (2020). Games as representational artifacts: A media-centered analytical approach to representation in games. [Doctoral dissertation]. IT University of Copenhagen.
Alvarez, A., & Vozaru, M. (2019). Perceived Behaviors of Personality-Driven Agents. Violence | Perception | Video Games: New Directions in Game Research, eds. Igarzábal, F.A., Debus, M.S., & Maughan, C.L. Bielefeld, Germany: De Gruyter.
Igarzábal, F.A., Debus, M.S., & Maughan, C.L. (eds.). (2019). Violence | Perception | Video Games: New Directions in Game Research. Bielefeld, Germany: De Gruyter.
Debus, M.S. (2019). Unifying Game Ontology: A Faceted Classification of Game Elements. [Doctoral dissertation]. IT University of Copenhagen.
Zagal J.P., Debus, M.S., & Cardona-Rivera, R.E. (2019). On the Ultimate Goals of Games: Winning, Finishing, and Prolonging. Proceedings from the Philosophy of Computer Games Conference. St. Petersburg, Russia.
Aarseth, E., & Günzel S. (eds.). (2019). Ludotopia: Spaces, Places and Territories in Computer Games. [Anthology with 11 contributions]. Bielefeld, DE: Verlag. https://doi.org/10.14361/9783839447307.
Blom, J. (2019). A Ludo Mix Perspective on Dynamic Game Characters. Proceedings from the Digital Games Research Association 2019 — Game, Play, and the Emerging Ludomix. Kyoto, Japan.
Grabarczyk, P., & Aarseth, E. (2019). Port or conversion? An ontological framework for classifying game versions. Proceedings from the Digital Games Research Association 2019 — Game, Play, and the Emerging Ludomix. Kyoto, Japan.
Justesen, N., Debus, M., & Risi, S. (2019). When are we Done with Games? Proceedings from the IEEE Conference on Games 2019. London, U.K.
Ferguson, C.J., Bean, A., Nielsen, R.K.L., & Smyth, M.P. (2019). Policy on Unreliable Game Addiction Diagnoses Puts the Cart Before the Horse. Psychology of Popular Media Culture.
Grabarczyk, P. (2018). From Rogue to lootboxes: two faces of randomness in computer games. Proceedings from Philosophy of Computer Games 2018. Copenhagen, Denmark.
Jørgensen, I.K.H. (2018). Media and Games. An Intermedia Framework. Proceedings from the 13th International Conference on the Foundations of Digital Games. Malmö, Sweden.
Aarseth, E., & Grabarczyk, P. (2018). An Ontological Meta-Model for Game Research. Proceedings from the Digital Games Research Association 2018 — The Game is the Message. Turin, Italy.
Blom, J.H. (2018). Overwatch as a Shared Universe: Game Worlds in a Transmedial Franchise. Proceedings from the Digital Games Research Association 2018 — The Game is the Message. Turin, Italy.
Boonen, C.S., Nielsen, R.K.L., et al. (2018). Contextualizing Pathological Gaming. Proceedings from the Digital Games Research Association 2018 — The Game is the Message. Turin, Italy.
Grabarczyk, P., & Nielsen, R.K.L. (2018), Are Loot Boxes Gambling? Random Reward Mechanisms in Video Games. Proceedings from the Digital Games Research Association 2018 — The Game is the Message. Turin, Italy.
Grabarczyk, P. (2018). SNES – Not so ‘Super,’ After All. [Review of Dominic Arsenault’s Super Power, Spoony Bards, and Silverware. The Super Nintendo Entertainment System]. Game Studies, 18(1).
Debus, M.S. (2017). Metagames: On the ontology of games outside of games. Proceedings from the 12th International Conference on the Foundations of Digital Games. Cape Cod, MA.
Nielsen, R.K.L., & Karhulahti, V-M. (2018). The problematic coexistence of “internet gaming disorder” and esports. Proceedings from the 12th International Conference on the Foundations of Digital Games. Cape Cod, MA.
Blom, J.H. (2017). Understanding Games through a Character-World Framework. Digital Games Research Association Conference. Melbourne, Australia.
Debus, M.S. (2017). Classifying Classifications: A Meta-Perspective on Game Classifications. Digital Games Research Association Conference. Melbourne, Australia.
Debus, M.S., & Grabarczyk, P. (2017). What’s important to a game? Adding a Hierarchy to the Cybermedia Model. Digital Games Research Association Conference. Melbourne, Australia.
Debus, M.S., & Jørgensen, I.K.H. (2017). Zombies, aliens, monsters, and slime: Making sense of the mess through a taxonomy of non-human representations in games. Digital Games Research Association Conference 2017. Melbourne, Australia.
Jørgensen, I.K.H. (2017). A game is a game is a game. Digital Games Research Association Conference. Melbourne, Australia.
Nielsen, R.K.L., & Blom, J. (2017). Crimes Against Pokémon GO: Why Dopamine Does Not Explain the Pleasure of Video Games. Digital Games Research Association Conference. Melbourne, Australia.
Aarseth, E., & Grabarczyk, P., (2017). When does a game lose its identity? A critical analysis of the notion of a ‘game port’. Digital Games Research Association Conference. Melbourne, Australia.
Grabarczyk, P. (2016). It’s like a walk in the park – On why are walking simulators so controversial. Transformacje, 1(3-4), 241-263. https://philarchive.org/archive/GRAILA-5
Debus, M.S. (2016). Video Game Navigation: A Classification System for Navigational Acts. Replay, 3(1), 29-46.