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DiGRA 2005: Changing Views: Worlds in Play, 2005 International Conference
DiGRA 2005: Changing Views: Worlds in Play, 2005 International Conference
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Displaying 1 - 50 of 101
The Play’s the Thing: Practicing Play as Community Foundation and Design Technique
2005-06-04
Connecting Worlds. Fantasy Role-Playing Games, Ritual Acts and the Magic Circle
2005-06-03
Playing with non-humans: digital games as technocultural form
2005-06-02
Who owns my avatar? - Rights in virtual property
2005-06-02
Fictive affinities in Final Fantasy XI: complicit and critical play in fantastic nations.
2005-06-02
Game, Motivation, and Effective Learning: An Integrated Model for Educational Game Design
2005-06-02
Abstract of Dynamic Range: When Game Design and Narratives Unite
2005-06-01
Challenge Balance and Diversity: Playing TheSims and TheSims2
2005-06-01
Motivations of Play in MMORPGs
2005-06-01
Dialog as a Game
2005-06-01
Canadian Content in Video Games
2005-06-01
Liberal Sims?: Simulated Difference and the Commodity of Social Diversity
2005-06-01
Research as Design-Design as Research
2005-06-01
CameraBots: Cinematography for Games with Non-Player Characters as Camera Operators
2005-06-01
Framing Virtual Law
2005-06-01
Push. Play: An Examination of the Gameplay Button
2005-06-01
What happens if you catch Whypox? Children’s learning experiences of infectious disease in a multi-user virtual environment
2005-06-01
The “White-Eyed” Player Culture: Grief Play and Construction of Deviance in MMORPGs
2005-05-31
Realistic Agent Movement in Dynamic Game Environments
2005-05-31
Frame and Metaphor in Political Games
2005-05-31
The Pervasive Interface; Tracing the Magic Circle
2005-05-31
Interactive Digital Storytelling: Towards a Hybrid Conceptual Approach
2005-05-31
Build It to Understand It: Ludology Meets Narratology in Game Design Space
2005-05-31
The Ability of Online Branded Games to Build Brand Equity: An Exploratory Study
2005-05-31
Presence experience in mobile gaming
2005-05-31
A Cognitive Psychological Approach to Gameplay Emotions
2005-05-31
The pleasures and practices of virtualised consumption in digital spaces
2005-05-31
Designing Puzzles for Collaborative Gaming Experience – CASE: eScape
2005-05-31
An Irrational Black Market? Boundary work perspective on the stigma of in-game asset transaction
2005-05-31
The design of narrative as an immersive simulation
2005-05-31
End of story? Quest, narrative and enactment in computer games
2005-05-31
Game mediated communication: Multiplayer games as the medium for computer based communication
2005-05-31
Designing Goals for Online Role-Players
2005-05-30
The GameCreator: Self-Created Mobile Games on the Internet
2005-05-30
Towards an Ontological Language for Game Analysis
2005-05-30
Interactive Story Writing in the Classroom: Using Computer Games
2005-05-30
Playful Play with Games: Linking Level Editing to Learning in Art and Design
2005-05-30
Games, Montage and the First Person Point of View
2005-05-30
Theory Wars: An Argument Against Arguments in the so-called Ludology/Narratology Debate
2005-05-30
Fundamental Components of the Gameplay Experience: Analysing Immersion
2005-05-30
Understanding Korean experiences of online game hype, identity, and the menace of the "Wang-tta".
2005-05-30
Legal and Organizational Issues in Collaborative User-Created Content
2005-05-30
A Game Architecture for Emergent Story-Puzzles in a Persistent World
2005-05-30
From Mass Audience to Massive Multiplayer: How Multiplayer Games Create New Media Politics
2005-05-30
Authentic Learning Experiences Through Play: Games, Simulations and the Construction of Knowledge
2005-05-29
Girls Creating Games: Challenging Existing Assumptions about Game Content
2005-05-29
Opening the Production Pipeline: Unruly Creators
2005-05-29
Addressing social dilemmas and fostering cooperation through computer games
2005-05-29
New Design Methods for Activist Gaming
2005-05-29
Among pasta-loving Mafiosos, drug-selling Columbians and noodle-eating Triads – Race, humour and interactive ethics in Grand Theft Auto III
2005-05-28
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