DIGRA 2018: THE 11TH DIGITAL GAMES RESEARCH ASSOCIATION CONFERENCE
TALK KEYWORD INDEX

This page contains an index consisting of author-provided keywords.

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(bio)objects
1
1980s
A
A Little Anti-Fa Story
ability
abject
action RPG
Active Audience
Actor-Network-Theory
adaptation
Addiction
Adventure
aesthetics
Aesthetics of Interaction
affect
Affinity Diagram
affordances
Agency
aging
AI
alcohol
Alexa
Algorithms
alienation
All-female teams
Alternative History
Amazon Echo
Ambient Data
analog games
Analog Play
Analog wargames
analogue
analytics
animal crossing
Animals
Anthropocene
Appleton
applied game
arcade
architecture
archive
area-specific game studies
Argentina
art
art history
Artificial Intelligence
assemblage
attachment
audience
Audiencing
Audiovisual Feedback
Australia
Authenticity
Automated play
avatar
Avatar Control
Avatars
B
barriers
Baudrillard
below-the-line workers
Betrayal
bilingual
bleed
board game
boardgames
Body Horror
Body Shaming
bonding
Bots
Boundary
Bourdieu
Brazil
Broadcasting
Brothers
business studies
C
cabinet
Capitalocene
capture
cardboard
Careers
case study
Casual Games
causation
challenge
Character
Character Complexity
Characterisation Statements
Characters
cheating
children
children's culture
China
China’s Game Policies
Chthulucene
cities
civic empowerment
classification
climate change
closure
co-creation
Coaching
Cognition
cognitive apprenticeship
collaborative learning
Collectible Trading Card Games
collegiate athletics
Comics
community management
companion
Competitive Games
computing competitions
consumer
consumption
contexts
Controversy
conventions
convergence of virtual and real
conversion
coping
counter-gaming
Counterfactual
creative industries
creative writing
Creativity
Critical Play
critical race theory
critique
cross-cultural-representation
Cross-media
Crowdfunding
cultural history
cultural industries
cultural industry
Cultural memory
cultural policy
Cultural practice
cultural sociology
cultural studies
culture
curation
D
data
data sharing
David Sudnow
DayZ
Death
decolonial
deconstruction
defamiliarization
Deleuze/Guattari
design
design conventions
design methods
design research
design theory for games
detective fiction
Development
Development Pipelines
Digital Activism
Digital Aesthetics
digital distribution
digital game
digital games
digital interactive learning
digital labor
Digital Memory
digital play
digital technology
disability
discourse
discrimination
Distribution
DLC
Documentary films
Dragon Age
drinking
Drivatar
dyer
E
E-Learning
e-sports
E/sport
ecofeminism
Education
Educational Game
Emancipation
embodiment
Emergence
emergent story
Empathy
empirical methods
encoding
engagement
entertainment
environment
environmental storytelling
epiphenomenon
Eroticism
eSports
Estrangement
ethics
Eurogamer
Europe
EVE Online
exhibitions
existentialism
experience
exploration
expression
F
Facebook
Facebook bot
family
Fatness
Female gamers
female stereotype
feminism
Field
Finland
force dynamics
foreign language
Framework
Free-to-play Games
freemium
Future
G
gallery
Gamasutra
gambling
gambling addiction
game addiction
Game Aesthetics
Game Communities
Game Control
game culture
game design
game design education
game design methods
game design research
game development
Game engine
Game Exhibits
game feel
game funding
Game Histories
Game history
game industry
game interface
Game localization
Game ontologies
Game Platform
Game production
Game production context
Game Showcases
game space
game studies
Game theory
game worlds
game-art-and-art-games
game-based pedagogies
game-elements
game-making
gameplay
gameplay-loop
gamers
Games
games and learning
games classification
Games for Change
games on games
Gamespot
Gamification
Gaming
gaming culture
Gaming Cultures
gaming industry
gender
Gender Differences
genere
genre
genre theory
Geocaching
Germany
Ghost Cars
GLAM
glitch
Global/local
goals
God
Goffman
Government
grounded theory
guilds
H
habit
happiness
Haptic Feedback
harassment
Hardcore Games
HCI
Hearthstone
hegemony
Hellblade
heritage
heritage institution
hermeneutics
historical authenticity
Historical digital games
Historical learning
historical video games
historiography
History
hobbies
home computer
Honor of Kings
horizon
Horizon Zero Dawn
horses
human and machine
Human Survival
Humor
hybrid play
I
Identification
identity
Ideology
Idle Games
Idling
Imagined Communities
Implied Player
Implied Playstyles
In-depth Interviews
in-game photography
inaction
Independent games
India
Indie
indie developers
indie game design
Indie games
industry
informal learning
information complexity
infra-ordinary
institutionalization
institutions
integral reality
intellectual baroque
Intellectual property
Intelligence
Intellivision
Interactive Paradox
Interactivity
interdisciplinarity
interfaces
Internet gaming disorder
Interpassivity
interpretation
interpretative challenge
intersectional
Interviews
Italy
J
Japan
Japanese games
Japanese Games Research
journal
journalism
Juiciness
Juicy Design
K
Kinaesthetics
L
Lacan
landscape
landscape studies
larp
last of us
leadership
learning ecologies
Lefebvre
legitimacy
library
life cycle
literacy learning
literary games
Live streaming
Live-streaming
local
loot boxes
loot crates
ludic mutation
ludo-narrative dissonance
ludology
ludonarrative
M
machinima
Male player
man caves
management studies
Manovich
marginalization
marketing
masculinity
Mass Effect
material
materiality
materialization
McDonald’s
MDA framework
meaning
Meaning-making
Mechanics
media archaeology
medium genealogy
memory
mental health
mental illness
meta-play
Metagame
Metagaming
Metaphor
Metaphorical Game Design
methodology
microethology
microtransactions
miniature
Mirrorsoft
MMO worlds
MMORPGs
Mnemohistory
MOBA
MOBA Games
modding
Modernity
Monetization
monetization models
monsters
Monstrosity
Monstrous-Feminine
mounts
Multi-player Games
multilingual
Multiplayer Online Battle Arena Games
multispecies philosophy
museum
museum object
Myth of the Cave
N
Narrative
narrative design
narratology
National Contexts
nature
networking
new media
Nietzsche
nintendo labo
non-English languages
Non-human
non-human agency
non-standard gameplay
Nordic countries
nostalgia
NPC
O
Online and Offline Networks
online content
online gaming
online identity
ontology
Open world
organization of research
organizational structures
Orientalism
othering
otome game
Overwatch
P
pacifism
panel
paper
Paper puzzle games
paper tray
Papers please
Paradox
paratext
paratextuality
parents
Participation motivation
passionate work
PCG
pedagogy
perception
perceptual learning
Perec
Performance
performativity
periodization
Permadeath
phenomenology
Philosophy of computer games
philosophy of technology
photography
physical
Platform
platform generations
Platform logic
Platform Studies
play
Play and Life
play as content
play fiction
play studies
play-that-critiques
Playbour
player elimination
player-character
Players
players profiles
playership
playful
playing habits
playtesting
poetic gameplay
poetics
poetry
Poland
political economy
Political video games
Politics
poor object
port
post-anthropocene
post-digital
post-humanism
post-phenomenology
post-photography
postcolonial
Postcolonialism
POV
power
precarity
premium
Preservation
pro-player
Problem gaming
problematic gaming
procedural content generation
Procedural hermeneutics
procedural rhetoric
process-and-reflection
Production of meaning in videogames
Production studies
Professional
Professional players
Progetto Ustica
project
propaganda
prospect pacing
prosthetic memory
Prostitution
prosumer
Psychology
psychosis
public
publication
publishing
punctum
puppetry
Puzzle
Puzzle games
Q
QDA
qualitative methods
Queer
Queer Game Studies
queer play
queering
queerness
R
race
real time strategy
Real-time hermeneutics
realism
reception
reflection
reflective
regional game studies
Regional Studies
religion
remediation
remembering
replay stories
representation
Rereading
research centres
Research Map
retro games
retroscapes
Review
rhetoric
Robert Maxwell
role-playing
Routine
RPGs
ruins
Rust
S
sacred
screenshot
seamful design
self-care
Self-playing games
Semiotics
seniors
Sense of Belonging
separation
Seriality
Serious Game
Serious Games
Sexuality
Shared Universe
Signification
Simulacra
simulations and learning
skills
slowness
So Far
Social Control
Social Media
Social play
socialisation
sociality
space
Spain
speciesism
spectatorship
speed
Ssocialization
Star Wars Battlefront II
stigma
storytelling
streamer
streaming
structure
struggle
students
Study of audience
Subfield
subjectification
Subjective Avatars
subjectivity
subversion
support
surveillance
Survivor
Sweden
T
table-top games
tabletop
Tadeusz Kantor
tangible
taxonomy
TeamSpeak
Technology
Temporary play communities
tensive language
the art history of games
the new economy
The Sims
theory of the design of games
theorycrafting
therapy
therapy board-games
time
time-management
Titanic: Honor and Glory
tomb raider
tourist gaze
Toy Mobility
Toy Tourism
toys
Trafficking
trailers
transactive synthetic voice
Transgression
transmasculinity
transmedia
Transmedia Storytelling
Transmedial Universe
Trauma Studies
Travel Bug
Treacherous Play
treatment
triggers
Twine
Twitch
twitch.tv
typology
U
UK Videogames
Unity
unnatural literary games
unnatural narrative
Unreal
urban exploration
urban game
urban space
user centered analysis
User experience evaluation
user reviews
User studies
Utility games
V
Valve Source engine
video game
video game design
video game elements
Video Game Exhibits
video game genres
video game history
video game messages
video game publishing
Video game questionnaires
video games
video games as history
Videogames
vintage
violence
vision
visual data
voice acting
voice-interactive games
W
W40K
Walking Simulator
walking simulators
wangzhe rongyao
wargame
Warhammer 40000
Waste Sorting
well-being
WH40K
white
whiteness
wilderness
workplace culture
World of Warcraft
王者荣耀