DIGRA2025: DIGITAL GAMES RESEARCH ASSOCIATION CONFERENCE 2025
TALK KEYWORD INDEX

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

'
'Hollow Knight'
(
(GenAI)
1
1980s
3
3D games
4
4X
A
AAA game
AAA games
abyss oddyssey
Acculturative Stress
achievements
activision
Activism
Adaptation
Adult Computer Game
Adult Play
adults
advergames
advertising
aesthetics
Aesthetics of Videogames
affect
Affect Studies
affective economy
Affective engagement
Affective Labor
Affordances
ageism
agency
Agent-Based Models (ABM)
AI
AI character
AI ethics
AI in Games
alcohol
alea
algorithmic ecology
Alien Bar
alt-right
Alterity
Altruism
ambiguity
Analog games
analog horror
analog media
Analogue game
Analogue games
Analogue-Digital Convergence
Analytical Model
anarchaeology
Ancient history
Anecdotal evidence
Animal NPCs
animal representations in digital games
animal studies
animality
animals
animals with disabilities
anonymity
Ant Forest
Anthrogames
Anthropocene
anthropocentrism
Antiquity games
Appalachia
arcade
arcades
Archive
archives
Arithmomorphism
Ark Nova
arousal
art game
Art Games
Art Mods
Artificial Intelligence
artificial intelligence (AI)
Artistic Gamemaking
Artistic research
Arts organizations
Assassin’s Creed Syndicate
Assemblage theory
assemblages
Assessment
asset creation
asset stores
Atari
Atari 2600
Atari 5200
atmosphere
audience engagement
Audience Perception
audio
audiovisual translation
Augmented Reality
aura
Australia
authenticity
authoritarian capitalism
authorship
Autism
autoethnography
automation
Autonomy
avatar
Avatars
Awareness
B
B.stage
Baba Yaga
Backgammon
baldur's gate
Baldur's Gate 3
Baldur’s Gate
Baldur’s Gate 2
Bangladesh
bara
Barriers
Bastion
batik
Becherovka
becoming
Becoming-at-home
Belgium
Belief
belongingness
Benefits
betting
biographies
biography
biopolitics
bishojo
Black Myth: Wukong
Board game
Board Game Industry
Board Game Studies
board games
bodies
Body Horror
boosting
Bourdieu
brain waves
Brazil
Brazilian Gaming Community
Breaking games
Britishness
Buddhist Three Poisons
Bugsnax
Bunny
C
café
Call of Cthulhu
call of duty
Capcom
capital
capitalism
Capitalist Realism
Capitalocene
card game
Card packs
Care
cartography
case study
CCIs
CD-ROM
Centerfold
centers and peripheries
challenge
Character Creation
Character customization
Character Intimacy Game
Characterization
characters
Characters design
chatbot
ChatGPT
cheat
cheating
Child of Light
children
Chilean games
China
China’s game history
Chinese
Chinese alchemy
Chinese cultural heritage
Chinese gamers
chinese games
Chinese indie games
Chinese mobile otome games
Chinese mythology
Chinese player
Chinese videogame
cinema
cinema literacy
clarity
class
climate
climate change
Climate crisis
climate fiction
Close reading
close-reading
co creation
co-creation
Co-design
co-players
co-playing
cognitive capitalism
Cognitive Diversity
Cognitive Mapping
Cold War
collaboration
Collaborative storytelling
Collectibles
Collective memory
Colonialism
combat systems
Comedy
comic books
comic-games
comics
comics games
Common Sense
Communication Strategies
communicative AI
Community
comparative media analysis
competence
competitive games
competitive gaming
computation
computer clubs
Conceptual Art
conflict
conservative
Console games
conspiracies
conspiracy theories
conspiracy thinking
constrained agency
consultancy
consulting
consumer culture
consumer law
consumer protection
Consumerism
contact
contact zone
Contemporary Art
content analysis
Content creation
content creators
Content Integration
content moderation
Context
Convergence Culture
conversation AI
coping
copyright
corporate social responsibility
cosmotechnics
counterfactuals
covers
Cozy
cozy game
cozy games
cozy gaming
craft
creative automation
creative computing
Creative freedom
Creative Industries
creative labor
creative thinking
creativity
Crisis
Crisis Culture
Critical Ecological Studies
Critical Game Studies
Critical Games
critical play
critical posthumanism
Critical research
Critical-ethical reflection
critique
critique and nostalgia of globalization
cross-border
Cross-cultural communication
crpg
crunch
cultivation games
Cultura studies
cultural adaptation
Cultural comparison
Cultural Dissemination
cultural diversity
Cultural Field
cultural gerontology
Cultural Heritage
Cultural hybridity
cultural memory
Cultural Negotiation
cultural perception
cultural platform
Cultural policy in China
Cultural Representation
Cultural Representation in Video Games
Cultural Studies
cultural symbol
cultural text
culture
culture studies
Curation
cuteness
Cutscene
Cybernetic Feedback
cyborg bodies
Czech game production
D
Danielle Bunten Berry
Daoism
dark design
Dark Souls
Data
data protection
Data-Centered Research
Data-Driven Analysis
dating
dating-sims
death
Death Stranding
Death-themed Games
deceptive design
DEI
deliberation
democracy
demographics
Design
design cases
design challenges
design frameworks
design process
Design Space Analysis
designable surface
Detective Fiction
developer vlogs
development workflows
DGBL
dialogic play interviews
dialogue
dice-based mechanics
Dies Irae
difficulty
digital archives
Digital Art
digital card games
digital communities
digital discourse
digital divide
digital entrepreneurialism
Digital Ethnography
digital game industries
digital games
digital games industry
Digital library
digital narratives
Digital Platform
digital preservation
digital production
Digital Services Act
Digital Space
digital task
Digital Twins
digitalization
diode game
diplomacy
disability studies
disaster
Disaster Management
Discord
discourse analysis
Discrimination
disinformation
Disney
Disneyland
distraction
Diversity
Divine world
Documentary fidelity
Documentary filmmaking
documentation
dog
doing research as a collective
Domestic mobile game
Domestication
Dragon’s Lair
Dreamcore aesthetic
Drink
driving games
dungeons
Dungeons&Dragons
dwelling
dying
Dynamic Storytelling
E
EA Sports FC
Early Computer Games
early videogame industry
East Asia
eating
eco games
eco-play
ecocriticism
Ecogame
Ecogames
ecogaming
ecological crisis
ecological horror
ecologies
Ecology
Ecomedia studies
Economic Imaginary
education
education games
Educational Game
educational game design
eerie
eFootball
Elder Abuse
electroencephalography
electronic practices
Emancipatory design
embedded learning
embodied interaction
embodied performer
embodied spectator
embodiment
emergent gameplay
emergent narrative
emerging adults
emotion
Emotional design
emotional engagement
emotional experience
Emotional intelligence
emotional regulation
Emotional Support
empathy
Empathy in Games
empirical research
emplacement
Energy Transition
engagement
engagement strategies
enjoyment
Entrepreneurship
environment
environmental advocacy
Environmental education
Environmental games
environmental storytelling
environmentalism
ephemerality
epiphany
Equity
Escape room
Escape Rooms
esports
Esports fandom
Eternal Ring
ethical considerations
Ethical Expression
ethical values
ethics
Ethnographic research
Ethnography
EU policy
EVE Online
events
EVO tournament
Existential ludology
Existential spaces
existentialism
expatriates
expectation analysis
expectations
experience
experience design
Experiential Learning
experiment
expert interview
Exploitation
exploration
explorative agency
F
Failure
fairness
faith
fake advertisements
Fake games
False hero
Family Relationships
fan culture
fan studies
Fandom
Fandom platform
fans
Fantasy
fantasy RPGs
farming sim
Fashion
fat stigma
Fear of Missing Out
female gamer
female ghosts
femininity
Feminism
fiction
fictional games
field of video game
FIFA
Fight for Representation
film education
Filter
Final Fantasy
Final Fantasy XIV
Finite State Machines (FSM)
Flat Reading
FMV
FMV Experimental Documentary
Focus Group
food
Food games
Food Studies
Football
foresight games
Forests
formal analysis
formalism
forum studies
framing
free speech
Freemium
freeware
FromSoftware
Full-body haptics
Full-motion video
fun
Futures
G
gacha
gacha games
gamblification
gambling
gambling-like elements
Game
game access
Game Analyses
Game Analysis
Game art
Game as a service
Game assisted learning
Game Awards
Game based learning
game bleed
game culture
game cultures
game design
game design processes
Game designer
game development
Game Development Education
game education
Game engagement
game engine
Game engines
Game Fidelity
game genre
game genres
game history
game industries
game industry
game industry in China
Game jams
game journalism
game live streaming
game localisation
game making
game mechanics
game mod
game music
game narratives
game ontology
Game Over
Game player
Game players
game preservation
game production
game production studies
game rule
game rules
game space
game streamers
game streams
game studies
game systems
game time
Game world
game-based interventions
game-based learning
game-comics
Game-player Assemblage
gameplay
gamer
gamer identity
gamergate
gamers
games
games and imperialism
games and philosophy
games for change
games history
Games industry
games preservation
Games research
gameworld
Gamification
Gamified Charity
gaming and gambling
Gaming and gambling convergence
Gaming behaviour
gaming capital
gaming community
Gaming culture
Gaming cultures
Gaming ecosystem
gaming history
gaming magazines
Gaming media
Gaming men
gaming platform
Gaming podcasts
Gaming Practices
gaming regulation
Gaming streamers
gaming values
Gaminiscing Game
garbage
gay porn
gender
Gender Dynamics
Gender Equality
Gender Representation
Gender roles
Gender stereotypes
Generative AI
Genius loci
genre
Genshin Impact
geopolitical narratives
geopolitics
George Saunders
Germany
Girl Gamer
Global South
Going out policy
Gothic
governance
Graffiti
grammarization
Gregorian chant
grief
grief play
H
Habitus
Hades
Hallucinations
Happy Wheels
hardware
Hardware Modification
Hate speech
haunting
Hauntology
helping
Henri Lefebvre
heritage
hermeneutics
Hero Archetype
Hero's journey
Heroes of Might and Magic
Hidden curriculum
higher education
Hikikomori
historical
historical adaptation
historical game studies
Historical Games
Historical simulation
Historical Theory
History
history of games
History of Videogames
Hmong
hobbyism
hobbyists
Hollow Knight
home
homosexuality
Horizon Zero Dawn
Horror
Horror games
horror puzzle games
Hugh Hefner
human-machine communication
humanity
hybrid identity
hybrid work
hybridity
hypogaming
I
identification and radical otherness
Identitarian Collectives
identity
identity exploration
identity performance
Ideological Struggle
ideology
ideology of anxiety
IESF World Esports Championship
Imaginaries
imagination
Imagination of gender
imaginative play
immaterial labor
immersion
Immersion questionnaire
immersive experience
Immersive Game Design
Immersive storytelling
immersive theatre
implied player
in-game concerts
in-game purchases
in-game violence
inaction inertia
Incidental News Exposure
inclusion
Inclusivity
Incompleteness
independent games
indexical storytelling
indie
indie games
Indies
Indigenous Communities
industry
Industry barriers
Inequality
Influencer
Informal economy in video game industry
information disclosure
information influence
Information Literacy
Information Technology
Infrastructure
innovation
Inscryption
Installation games
Intangible Cultural Heritage
integration
Intellectual history
intellectual property
Intellivision
interaction
Interaction Preferences
Interactive design
interactive fiction
Interactive Mechanics
interactive movies
Interactive Narrative Ambiguity
Interactive Public Welfare Narrative Agency
interactive storytelling
interdisciplinarity
interface studies
international relations
Internet gaming disorder
Internet of Things
interpassivity
Interpretation
intertextuality
Interviewing
interviews
Iron Curtain
italian gaming community
Italian Market
italy
J
Jacques Lacan
Japan
Japanese digital games
Japanese Game Studies
Japanese Imperialism
Jeffrey Yohalem
Jet Set Radio
Journal
Julian Oliver
Julius Caesar
K
Kick
kinaesthetic engagement
kind games
Kingdom Hearts III
kinship
Kitty Horrorshow
L
Labor Theory
labour
LAN
language
lapsed players
Large Language Models
larp design
Latent Dirichlet Allocation
Latin America
Latin America gamers
Latine Communities
law
LCK
League of Legends
leisure
leisure electronics
Let’s Play
LGBTQi
liberalism
lies
life-writing
liminal space
listening
literary games
literary studies
live action roleplay
live game streaming
live service games
Live Streaming
live-action video
lived experiences
livestreaming
Livestreams
local co-op
local culture
Local production practice
Location Based game
Location-based experience
logistics
Loop
loot boxes
loss
love
love studies
ludex
ludic agency
ludic history
ludic method
ludic war
ludicity
Ludification
ludology
ludomusicology
ludoporn
Ludotariat
ludotopia
lyrics
M
machinic enslavement
machinic subjectivity
Mad Dog McCree
mad studies
magic circle
Magic flight
manhood
Map Creation
marginality
Market analysis
marketing
Marxist Criticism
mascot horror
Masculinities
masculinity
Massively Multiplayer Online Games (MMOG)
Material Culture
materialism
Materiality
Mattel
Mattel Electronics
Measure
mechanics and meaning
Media Archeology
media literacy
media materialism
Media Panic
Media representation
mediated memory
Mega-events
member clubs
memorialisation
memorials
memory
memory culture
mental health
mental illness
merchandise
Meta games
metadiscourse
Metafictional Game Studies
Metagame
Metagames
metagaming
metalepsis
Metamodernism
Metaphor
Metaplay
metareference
Metareferentiality
Metaverse
method
method development
Methodology
Methods
Metroid series
MetroidBrainia
Metroidvania
Metroidvania games
microcomputing
Microgame-based learning
microtransactions
migration
militarism
militarization
Militarized Masculinity
military
military innovation
Mimesis
mimicry
Minecraft
minority embodiment
Misinformation
Misogyny
misrepresentation
mixed-methods
MMO
MMORPG
MMORPG player
MOBA
MobiCave
mobile game
mobile games
modal consonance
modding
Model Player
mods
Modular Narrative
Monetisation
monetization
Monstrosity
Moral ambiguity
moral patients
morality
motherhood
Mothering
Motivation
Motivations
MUDs
multi-modal design
multidisciplinary
Multilingual Reviews
multimodal communication
Multimodal Critical Discourse Analysis (MCDA)
Multimodal interaction
multimodality
multiperspectivity
multiplayer
multiplayer games
Multiplayer Gaming
music
music in video games
music industry
N
narrative
narrative architecture
Narrative Design
Narrative games
Narrative Innovation
Narrative Surprises
Narrative-driven games
narrator
national identity
Natural language processing
nature
Nature play
navigation
necropolitics
NEEDY STREAMER OVERLOAD
NEO: The World Ends With You
neocolonialism
Neoliberal Capitalism
Network
Neurodivergence
Neurodiversity
New Materialism
Night Trap
Nintendo
Non-human games
non-human perspectives
non-violence
Nonhuman Games
nonplayer characters
norms
nostalgia
Nothingness
novels
novice play
NPC
NPCs
O
object-oriented ontology
Older adult mistreatment
Olympics
online
online communities
Online Competitive games
Online digital games
Online environments
online game
Online gaming communities
Online Intimacy
ontology
open world games
Open-world
oral history
organising
organized crime
original game soundtrack
originality
otium
otome
Otome games
Out of bounds
outmersion
P
paid co-playing
palimpsest
Paradigms in game studies
paradox
parasocial
Parasocial relationships
paratext
Paratexts
paratextuality
particiapatory culture
participatory culture
Participatory Design
parties
Party Games
passivity
past-play
Pastoral games
pattern
pay-what-you-want (PWYW)
PC bangs
pedagogies
pedagogy
pedagogy in game making
perception
performance
peripheral culture
peripheral region
Personal competences
personal values
persuasive games
petroculture
phallus
PhD study
phenomenology
Philippine elections
Philosophy
Philosophy of dwelling
philosophy of fiction
pilot
Pinball
piracy
Planspiel
platform
platform dependency
platform economies
platform studies
platformisation
play
Play and gaming
play culture
play practice
Play scenarios
play time
Playbor
Playboy
Playdate
player agency
Player Behavior
player behaviour
player communities
Player Community
Player Engagement
player experience
Player experience (PX)
player experiences
player narrative
player perspectives
player practices
player research
player studies
player time
player typologies
Player-Character Relationship
player-game relationship
players
Players community
playful design
playful media technologies
playfulness
pleasure
Pluralist game studies
poetics of space
point de capiton
Pokemon
Political Communication
political economy
political philosophy
politics
popular romance
Porn
Post-apocalypse
Post-colonialism
postcolonial
postcolonial studies
postcolonialism
postdigitality
postdualism
posthuman
Posthuman gaming
posthumanism
postmodernism
powerlessness
practice
practice as research
praxiography
preferences
presumption
PRISMA
privacy
private servers
proactive procrastination
Procedural Content Generation
procedural rhetoric
production culture
Production Studies
produsage
propaganda
Propagandistic advergames
Prosocial behavior
prosumption
Protest
psychoanalytical theory
Psychological Distance
Psychological Horror
psychology
Public Engagement
public recognition
Public research
purchasing behavior
Puzzle Video Game
PWYW donation
Pyre
Q
QTE
Qualitative interviews
Qualitative research
qualitative study
Qualitative Tagging
queer games
Queer Play
queering dystopia
Queerness
quest romance
Quran memorization
R
race
racebending
Rain World
Reading
Reaganoludography
real time strategy
Reception studies
recorder
Red Dead Redemption 2
Reddit
reflective practice
reform and opening-up
Region-Locking
regional game studies
Regional games studies
Remakes
Remasters
remediation
remote workers
replay
Representation
Representations
Requiem
Rescue on Fractalus
Research methodology
research through design
Research-Creation
Research-through-Design
resilience
resistance
resource management game
rhetoric
rhetorics of play
ritual
Roblox
roguelikes
role change
role playing
Role-Playing Games
roleplay
romance
RPG
RSI model
Ruins
Rules
rural
S
sandbox games
Sandbox video games
Satisfactory
Save-Scumming
Scenario adaptation
science fiction
Scientific Management
Scotland
screenshot
sculpture
Selectparks
Self- limitation
self-concepts
Self-determination theory
Self-Efficacy
self-empathy
self-reflexivity
Sense of presence (SoP)
sensory ethnography
sensory extension
Serious games
Seriuos Games
service-dominant (S-D) logic
sexual misconduct crisis
shadow academy
shame
sharing
Shibuya
shooter games
Shooting game
Sianne Ngai
silent storytelling
Silkpunk
simulation
simulation games
simulator
sinograph
situated intersectionality
Skeuomorphic Design
skill
Slavic folklore
slowness
small worlds play
smartphone game
Social
Social Capital
social casino
social change
Social connection
social deduction games
social density
social impact
Social impact games
Social justice
social live streaming services
social mechanics
social media
social relationships
social semiotics
social skills
Social support
socioeconomic background
Socioenactive Systems
sociology
Sociotechncal Imaginaries
Soft masculinity
Soft skills
software
software preservation
Solar Power
Souls series
soulslike
sound-driven
South Korea
Southern Epitemology
space
Spaces
spatiality
spectacle
spectating
spectatorship
Speculative Design
speculative games
Speculative Mythology
Spike TV
sponsorships
sport
sportswashing
Square Enix
Stardew Valley
state policy
Steam
stereotype content model
Stereotypes
Stigma
stoic ethics
stories
story-world database
storytelling
storyworld
strategy
Strategy Games
Streamer
streamers
Streaming
streaming-based game localisation
street fighter
Street Fighter 6
stress
studio studies
style
stylisation
subject
subjectivity
Sublime
Suicide
Supergiant Games
surrogate gaming
survey
suspicion
Sustainability
Swiss
swiss game industry
swiss games
swissness
Switzerland
Symbolic interaction
system design
Systematic Literature Review
systematic review
systemic games
T
table
table-top roleplaying games
tabletop
tabletop games
Tabletop RPGs
Taiwan
tarocchi
tarot
tax credits
Taylor Swift
Teaching video games
Teamwork
techno-solutionism
tectoy
temporal agency
temporal investment
temporality
Tentacular
Territorialization
Teslasuit
Text-based Game
Textual analysis
textures
The last of Us
The Playboy Mansion
The Sims
The Witcher 3
Theme parks
Theory
Thought experiment
time
Time and Space
time loop
time loops
time manipulation
tinkering
Tolerance
Topic Modeling
Total Girl
Toxicity
toy design
toy industry
Trade unions
trading and collectible card games
Trading card games
Tragedy
Trans
trans studies
transculturation
transformative games
transformative justice
transformative play
transgender
Transgender studies
transgressive play
Transistor
transition
Transmasculine
transmedia
transmedia fandom
transmedia memory work
transparency
trauma
trauma dumping
trophies
trpg
TTRPG
Turin
TV series
Twitch
Twitch.tv
Türkiye
U
UK
uncanny
Uncanny Valley
Uncertainty
Unconventional play
Unity
University Campus Digital Twin
Unreal
Urban Imaginary
Urban Space
Urban Theory
User Experience
user-generated content
user-generated online games
uses and gratifications theory
utopias
V
value
Vampire: the Masqeurade
Victorian
video
video game
video game aesthetics
Video Game Analysis
video game clusters
Video Game Consoles
Video game design
video game development
Video game history
Video game industry
video game journalism
video game law and regulation
Video game magazines
Video Game Mods
video game players
video game preservation
video game soundtrack
Video game space
Video game streaming
Video game subjects
video game violence
video games
Video games community
video sharing platform
Videogame
videogame preservation
videogame realism
Videogames
Vintage
violence
Virtual
virtual and non-virtual communities
virtual assemblage
virtual currencies
virtual ethics
Virtual ethnography
Virtual Reality
Virtual reality (VR)
virtual worlds
visual novel
visual novels
Visualities
VR game
VR Games
vr movement
VTubers
VTubing
W
Walking interviews
walking simulators
wandan
War Games
wargames
wargaming
waste management
We. The Revolution
webcam
Website
well-being
wellbeing
Werewolf: The Apocalypse
Wikipedia
WildStar
Word Game
work and play
Worker Placement Games
workers
working time
World Building
World of Warcraft
worldbuilding
Worldness
wrestling
wuxia
X
XCOM
xiaohongshu
Y
young people
Youth
Youth Cultures
YouTube
Yugoslavia
Z
Zelda:ToK
zombies
zoos