DIGRA 2019: THE 12TH DIGITAL GAMES RESEARCH ASSOCIATION CONFERENCE
TALK KEYWORD INDEX

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

A
academia
Academic Reference
action
activism agile design
Activity-led learning
Actor-Network Theory
Adaptation
Adjuncts
adolescents’ cultural consumption
adult learning
aesthetic experience
aesthetics
Affect
affect theory
affective disposition theory
affective labour
Affordance
Affordance theory
agents
AI
Akihabara
Alexa
algorithm
Alief
Alien: Isolation
allegation
Alternate Reality
amateur
amateur competition
Amazon
Analog Game
Analysis
analytics
Anger
anime media mix
anniversaries
anthropomorphization of AI
App-supported Games
appropriation
Archaeoacoustics
archive
archives
Arena of Valor;
Aristotle
Art
art games
artgames
Artifact
Artificial Intelligence
artists
asd
aspirational labour
associationalism
associations
attention
Attention economy
attitudes
Audience
Audience Perception
Audiovisual composition
augmentation
augmented reality
Aura
Australia
Authorial intention
Authorship
Auto Chess
autobiography
autoethnography
Avatar
Awareness Campaign
B
Ba- construction
Bandai
Battlefront
behavioural boundaries
Belief
Benjamin
Bernard Stiegler
BGM
big five
biopolitics
bishōjo
blockchain
Board game
board game design
board games
boardgames
bodies
borders
Boredom
bottom-up approach
boundaries
Bourdieu
brandfests
branding
Brazil
bug
building
business model
Business Strategy
C
Camus
Cancer
canon
canonization
Capitalism
capitals
Captured Media
care
careers
carnivalesque
Cartola FC
case study
categorization
Central and Eastern Europe
challenge
character design
characters
cheating
China
Chinese Character
Chinese context
Chinese Dream
Chinese gaming culture
Chinese language learning
Chinese role-playing games
choreography
Citation
citation analysis
cities
city
civic
class
clone
close readings
co-creation
Cognition
Cognitive Functions
Cognitive mapping
collaborative gaming
collective action
collectives
colonialism
commentary
commodification
Commodity cultures
commonplaces
Communication
Communication rituals
community
Community Outreach
competition
competitive gaming
computational complexity
computer graphics
concern
Consciousness of Computer Programming
Conspiracy theories
constitutive rhetoric
constraint
consumer behavior
Consumer critique
Consumption
Consumption motivation
content analysis
content creators
context
conventions
Convergence
convergence culture
conversion
coping
copyright
corporate rhetoric
craft
Crafts
crafts in games
crcade
Creative Agency
creative critique
creative industry
creative practice
creativity
creativity tool
critical making
critical media industries studies
critical media studies
Critical reception
critical theory
Criticism
critics
cross-platform distribution
cryptogames
CryptoKitties
Crytek
Cultural differences
cultural domain
cultural heritage
cultural industries
Cultural intermediaries
cultural memory
Cultural production
Culture
curation
Curriculum
curriculum design
custom games
cyber security education
Cyberbullying
cybermedia
cyclicality
D
DADA
dance
dark play
Dark tourism
data
dating sim games
Dating Sims
David Lynch
De-familiarization
death
Defamiliarization
Defiance
denationalization
Dependency Theory
design
design methods
design practice
Design Strategies
Design-based Research
Designer
designer fallacy
Developer
developers
development tools
Deviant Leisure
Dialogical teaching
digital cultural memory
digital distribution
Digital economy
digital ethnography
digital fandoms
Digital game based learning
digital games
digital media
digital rights management
digital scarcity
digital-game peripheral products
Discord
discourse
discussion forum
Disk-jockey
Disney
diversity
diversity in games
Dota 2
Douyin(TikTok)
Douyu.com
DualShock
dwelling
Dynamic Game Characters
Détournement
E
e-Mental Health
e-sport
e-sports
Eastern Europe
eco-critical
eco-system
ecocriticism
ecology
Education
educational design case
Educational Games
Edward Soja
effects
electro-mechanical arcade
electronic literature
embodiment
Emergent Play
emotes
emotion
Emotions
empathy
Empirical Study
emulation
emulators
Endogenous Design
English teaching
enjoyment
environment
ephemera
Epistemology
ergodicity
escape rooms
esports
eternal return
Ethereum
Ethics
Ethnography
EVE Online
events
EverQuest
Everyday Space
Exergame
Exergames
exhibition
existential ludology
experience
exploit
exploitation
exploratory factor analysis
eye movement analysis
F
Failure
Fallout
Fan Studies
fan tourism
fandom
fans
Fantasy sports
Fear
female protagonists
feminist action research
feminist games studies
feminist philosophy
feminist research
Fiction
Fictional Stance
Fictionalism
field
Final Fantasy
Final Fantasy VII
Final Fantasy XV
Finland
Finnish gamers
firmware
flipped learning
FMV games
formal analysis
fortnite
frame analysis
frameworks
Framing
franchise
Fredric Jameson
free-to-play
freemium
G
Gamblification
Gambling
game aesthetics
game analysis
game appropriation
game archiving
game business
game characters
Game consumption
Game critique
game culture
Game Definitions
game design
game design education
game design patterns
Game Developers Conference
game development
game economy
Game Engine
game hermeneutics
game history
Game Industry
game jam
game jams
game journalism
Game live-streaming
game mechanics
game mods
game museum
game narrator
Game ontology
game performance
Game Policies
game policy
game preservation
Game Production
game reception
Game Research
game reviews
Game spectator-ship
game studies
game textuality
game tourism
game-based learning
game-centric transmedia
game-studies studies
gameplay
gameplay experience
gameplay video
gamer
gamer habitus
gamergate
gamers
games
games as a service
games for change
games industry
games philosophy
games spectatorship
games-as-services
gamework
gameworld
gamification
gamified learning
gaming
Gaming communities
gaming community
Gaming Culture
Gaming Disorder
Gaming history
gaming social capital
Gaming Spectatorship
gender
gender and sexuality
gender stereotypes
gender studies
Germany
gig economy
glitch
Glitch-alike
Glitches
Global Production Networks
Go
Gone Home
governance
Grand Theft Auto
green game studies
grey import
guidelines
H
habitus
hacking and user-production culture
Haptic feedback
haptic media studies
haptic preparedness
haptics
harm
Hauntology
health
Health Literacy
Health Promotion
Hegemony
Hegemony of Play
hermeneutics
hexis
High School
High School Students
Higher-Order Thinking Skills
historical consciousness
history
history of homebrew software production
hobbyist
home
homophobia
Hong Kong
hope labour
horror entertainment
horror game consumption
human
hybrid
hybridity
I
identity
Identity construction;
ideology
IGD
imaginary
imagination
Imagination gap
immersion
in-game behaviors
in-game monetization
inclusive design
Incoherence
index
Indexicality
indie game
indie games
Indie labour
Indiepocalypse
Indies
indigenous cultures
Indigenous Knowledge
industry
Industry Partners
informal economy
informality
instructional design
Intellectual Property
intentional fallacy
Interaction Mapping
interactive data visualization
interactive digital narrative (IDN)
interactive fiction
interactive narrative
interactive narrative design
interactivity
interdisciplinary research
interface
Internet Gaming Disorder
Internet of Things
intersectionality
intertextuality
interview
interviews
Intimacy
Intra-action
Intrinsic Integration
Introduction
Italy
iteration
J
Japan
Japanese games
Japanese postmodernity
Japanese Role-Playing Games
Japanese Studies
Japanese videogames
JRPG
junk
K
Karen Barad
karma
Kingdom Hearts
Kingdom Hearts franchise
Knowledge-action gap
Korea
Korean History
L
labor market
labour
language
larp
Latin America
Law
league of legends
learning
Learning Mechanics
Learning Through Game Design
Legal regulation
Leitmotif
let’s play
let’s-play
life narration
life writing
Literature Review
live performance
Live streaming
live-action role-play
lived experience
livestreaming
local
local meaning
localisation
localism
Localization
location
Location Based Games
location-based
location-based games
location-based gaming
Locative Games
loot box
Loot boxes
ludic sublime
ludo mix
ludo-mix
Ludo-narrative debate
ludocriticism
Ludology
Ludonarrative pedagogy
Lumberyard
Lusory Attitude
M
Machinima
Magic Circle
magic cycle
Magical Realism
Make-Believe
mapping
maps
Marginalized People
marketing
masculinities
Masculinity
Massively multiplayer online role-playing games
meaningful play experience
mechanics
media
media archaeology
media art
media consumption
media mix
Media translation
media-archeology
Medicalization
melancholia
Meme Culture
Memory
Mental disorders
Mental health
men’s health
Merging Space
Meta
meta review
Meta-nalysis
metagames
metalepsis
methodology
methods
Metrics
micro transactions
micro-celebrity
microtransactions
middle-aged players
midway games
militarism
Minecraft
Miscommunication
Misery
mix
mixed-method
MMOG
MMORPGs
Mobile
mobile game
mobile games
Modding
moderation
Modernism
modification
Mods
Monetization
monster
monstrosity
moral judgement
moral panic
Moral philosophy
morality
morality systems
motif
Motion Capture
motivation
motivation to play
motivations
museum
music
Music & Rhythm Games
Music Games
musicking
musicology
mutation
mystagogy
Mystic Messenger
Myth of Sisyphus
N
narration
narrative
narrative design
Narrative puzzle
narrative uncertainty
narratives
national
nationalism
nationality
Naturalization of gaming
neighborhood
neoliberalism
Networked Play
New Materialism
New Media Technology
Niconico dôga
Nintendo
non-profit
nonhuman
Nostalgia
NPC behavior
NPCs
O
observational learning
occasionalism
older gamers
online communities
online community
Online Culture
online fandom
online sexual grooming
Ontology
OST
otome games
oulipo
Overwatch
ownership
P
PAL / NTSC
palimpsest trial
pan-political games
Paradox of Failure
Paradox of Horror
Paradox of Tragedy
participation
participatory culture
pay-to-win
PC Bang
PC Engine
pedagogy
Pediatrics
Performance Play
performance research
performing gender
permadeath
permapermadeath
persona
personality
perspective
persuasive games
Pervasive Game
Pervasive Games
phenomenology
philosophy
philosophy of computer games
philosophy of play
phygital
Physical Activity
Physical and Digital Interactions
physiological response data
pilgrimage
piracy
Place
place-based
placeness
platform studies
Platformization
Platforms
play
play and players
play cultures
play material
Play studies
play theory
play-centrism
Play-Experience
playability
Playable Cities
playable city
Playbor
playbour
Player
player agency
player experience
player experiences
player identification
player need satisfaction
player position
player preferences
Player Retention
Player studies
Player-avatar relationship
player-created content
player-driven economies
players
PlayerUnknown’s Battlegrounds
Playful Adaptations
Playing time
Playstation 2
Plurisemiotics
poetry
Pokemon Go
Pokémon GO
political economy
politics
Polybius
Polygonal modeling
popular memory
Pornography
Port
Possibility Space
post-phenomenology
posthumanism
Postmedia
postwar Japan
Power
practice of agency(sociology)
practice theory
pragmatism
precarity
preferences
preparedness
preservation
press
Prior Gaming Experience
procedural rhetoric
procedural rhetorics
proceduralism
production pipeline
production studies
professional gaming
Project based learning
promotional culture
Promotional Studies
prosocial behavior
Protocol Analysis
psychoanalysis
public discourse
public space
Q
qualitative
qualitative research
Quantum Break
Queer Game Studies
quests
Quitting
R
race
random reward mechanisms
rarity management
Raymond Williams
Re-framing
reading
realism
reception
Reference
Referencing
Reflection
Reflex
regional
Regionalization
regulations
remaster
Remediation
Remix
repertoire
Repetition
Reportage
Representation
research agendas
research perspective
research-creation
research-creation for game design
resistance
reskin
retro gaming
Rhetoric
Rhythm
roleplaying games
roling
Romance
romantic games
Romanticism
ROMs
RPG
Rules
Rumble
S
Sadness
SaltyBet
samples
sandbox games
scientometrics
Scoping review
self-concept
self-expression
self-referentiality
Semiotics
Serious board game jam
serious game
serious game jam
serious games
SexLab
Sexual orientation
shenmue
shooting gallery
shoutcasting
simulation
sit is real
site-specificity
Skill
skins
Skyrim
Slavic aesthetics
smart cities
soccer
social awareness
Social Interaction
social justice
Social kinds
Social norms
social perception
Social Views on Information
Socialization
society
sociolinguistics
sociology of artistic work
software
Sound
soundtrack
South Korea
sovereign power
space
spatial concepts
spatial practices
spectatorship
sport
sports tourism
Square Enix
Steam
stereotypes
stereotyping
story-driven video game
Storytelling
storytelling system
strategic management
Strategy
streamer
subcultures
subjectivity
sugoroku
Super Smash Bros. Ultimate
Surrealism
survey
survey study
Suspense
Sustainable society
Sámi pedagogy
T
Tabletop Games
tactical
Taiko no Tatsujin
targeted email attacks
taxonomy
Teaching
Technical Skills
technoliberalism
technology
text-based game
Textiles
texts
textual analysis
the lost decade
the player-game relationship
The Third Place
The Witcher 3
The Witness
thematic analysis
theme
theme park
theme parks
theorycraft
theorycrafting
think-aloud protocol
third parties
Time
touring
tourist gaze
toxic culture
toxicity
Traductology
transcultural learning
transgression
transgressive aesthetics
transgressive play
Translation
Transmedia
transmedia design
Transmedia Storytelling
Transmediality
Transnational
transnationalism
Trolling
Twitch
Twitch.tv
Typology
U
UK Gaming magazines
unions
unit operation
Units of Being
university
unreliable narration
urban
urban legends
Urban Playspaces
urban space
user reviews
V
value
version
vicarious trauma
victimisation
Video game
video game history
video game live streaming
Video game localization
video game production
video game use
video games
Videogame
videogame archives
videogame documentation
videogame hacking
videogame history
Videogame literacies
videogame preservation
videogame production
Videogames
violence
virtual ethnography
Virtual reality
virtual worlds
visual novel
visual representation
W
Walt Disney
wanwusangzhi
Western Role-Playing Games
women
work
World of Warcraft
Y
yokosuka
youth
youth gamers
Youth mental health services
YouTube
Z
Zelda