This project has received funding from the European Research Council (ERC) under the European Union’s H2020 ERC-ADG programme (grant agreement No 695528)

Publications


Forthcoming

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.

October 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.

May 2022

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).

April 2022

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).

October 2021

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.

August 2021

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.

April 2021

Karhulahti, V-M., & Grabarczyk, P. (2021). Split-Screen: Videogame History through Local Multiplayer Design. Design Issues, 37(2).

March 2021

Thorhauge, A.M., & Nielsen, R.K.L. (2021). Epic, Steam, and the role of skin-betting in game (platform) economies. Journal of Consumer Culture.

December 2020

Grabarczyk, P. (2020). The past through stereoscopic lenses. Video games nostalgia in virtual reality. Przegląd Kulturoznawczy, 2(44).

October 2020

Nielsen, R.K.L., & Hanghøj, T. (2020). eSports Skills are People Skills. Proceedings of the 13th European Conference on Games-Based Learning (ECGBL-2019).

September 2020

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.

December 2019

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.

November 2019

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.

October 2019

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.

September 2019

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.

August 2019

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.

June 2019

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.

August 2018

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.

July 2018

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.

April 2018

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).

August 2017

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.

July 2017

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.

May 2016

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

March 2016

Debus, M.S. (2016). Video Game Navigation: A Classification System for Navigational Acts. Replay, 3(1), 29-46.