DIGRA 2022: THE 14TH DIGITAL GAMES RESEARCH ASSOCIATION CONFERENCE
TALK KEYWORD INDEX

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

-
-Affect
-Bloodborne
-Gothic
-Horror
-Lovecraft
-Narrative
-Uncanny
3
3D sound
8
8-bit video games
A
abject
accessibility
activism
actual play
adaptation
addiction
adolescents
adventure game
advisory board
aesthetics
affect
affect theory
affordances
African futurism
after action review
agency
air quality
Alternative game controllers
Among Us
analog
Analytic Autoethnography
Ancient Greece
androids
Animal Crossing
animal ethics
animals
anime
Anno 1880
Anonymity
Anthropocene
antiquity
Applied Game
Applied game studies
appropriation
Archaeogaming
architectural experience
Architecture
art
art games
Art Theory
arts-led game research
Asia
assemblage
Assets
Astro's Playroom
Astroneer
asymmetries
Atari
attitudes towards animals
audiences
audio
audio-only
Audiovisual studies
augmented games
Auschwitz
Australia
auteur theory
autobiographical game design
autoethnography
avant-garde
avatar
Avatars
awards
B
BDSM
bergson
BERT
binaural
Blair Witch
blockchain
board game
board game aesthetics
board game design
board game publishing
board games
boardgames
body
bollywood film
borders
boundary flexibility
Bourdieu
brand authenticity
brand management
bridging worlds
brink awareness
Brutalism
business intelligence
business models
C
capital
care
Casual Games
casual politicking
celebrity studies
ceremonial magic
characteristics
characterization
characters
cheating
children
children’s games
choice hermeneutics
choice poetics
Cities: Skylines
city development
city-building
classification
climate
climate change
close readings
closure
clues
co-creation
Co-Design
co-players
Codesigning
Cognitive Semiology
collaboration
collaborative
Collectives
comedy
Commodification
commodity cultures
Commodore 64
community
community health
community of play
companion species
Competitive gaming
competitive play
Computation
computer games
concepts
consequentialism
Consortium
constraints
Consumer protection
Consumption
Contingency
Control
Convergence Culture
coping
Counter fictions
COVID-19
COVID-19 pandemic
Craft
crafting
Crash Bandicoot
Creativity
critical
critical distance
critical making
critical play
critical policy analysis
Critical Role
Cross-cultural psychology
crowdfunding
Crypto Games
cryptocurrencies
Cryptocurrency
cryptocurrency studies
CryptoKitties
CSGO
cultural appropriation
cultural production
cultural techniques
cultural value
Culture
Curation
Curriculum
cuteness
cyberpunk
cybersecurity
cyborg
Cyborg Manifesto
cyborgs
D
D&D Beyond
damsel in distress
dark game design patterns
dark patterns
Data visualization
datafication
dating
Dawn of Man
death
Debriefing
Decolonial
decoloniality
Deleueze and Guattari
Deleuze
deontology
Design
design education
design method
design principles
design research
designing games
Development
dialogical teaching
Difference and Repetition
Differently abled
Digital Artefacts
digital board games
digital game
digital game-based learning
digital games
digital journalism
digital tabletop
Digital Therapeutic Games
Disabilities
disability
Disability studies
disaster management
Discourse
Disinformation
distribution
diversity in games
Doctoral
Donna Haraway
DualSense
Dungeons & Dragons
Dungeons & Dragons [D&D]
dystopia
E
ease of decoding
echolocation
eco media
ecocriticism
ecology
education
educational games
effectiveness
electronic boardgames
embodiment
emergent narrative
Emergent Play
emotional labor
emotional recovery
empathy
Empirical studies
empirical taxonomy
Empiricism in Games
empowerment
Endings
Endogenous design
engagement
entanglements
Entertainment districts
Entertainment Games
environment
environmental storytelling
ergodic
Escape game
escape games
escapism
esports
Ethereum
Ethical game design
Ethical Gameplay
ethics
Europe
exergaming
exhibition
existential game design
experience design
expert play
expert survey
exploitation
Exposure to gambling
F
failure
Fallout
fan labour
fandom
features
female game authorship
female game developers
Female video game journalists
femininity
Feminism
feminist game studies
FFXIV
fiction
fictionality
final fantasy
Final Fantasy VII
Final Fantasy XIV
Final Fantasy XIV Online
financial literacy
Fish Tank Model
Five Factor Inventory
Fluxus
focus groups
formal education
Formalism
Fortnite
frame theory
frames
Frameworks
frontier
Frostpunk
Fun
G
gacha
gacha system
gamble-play
Gamblification
Gambling
Gambling in video games
gambling-like elements
game
Game analysis
game analytics
Game Art
game art as research
Game centers
game community
Game Companies
Game controllers
Game criticism
game culture
game design
Game Design Framework
game design patterns
Game Development
Game education
game environment
game genres and categorizations
Game Hermeneutics
Game history
Game Jam
game jams
Game journalism
game literature
Game lounge
game masters
game mechanics
game object
game philosophy
Game Preferences
Game preservation
game production
game programs
Game Research Methods
Game spaces
game studies
game system
game uses and satisfactions
game worlds
Game Writing
game-based learning
game-making
gameplay
Gamer Identity
GamerGate
gamers
Games
Games and learning
games as culture
Games for Behavior Change
Games history
Games industry
games of the oppressed
games of the soul
Games Pedagogy
games podcasts
games production
Games Workshop
gameworld
Gamification
Gamification for people with intellectual disabilities
Gaming
gaming content creation
gaming subculture
gamocracy
gender
Gender Discrimination
genre
GeoGuessr
Ghost in the Shell
giants
Glitch
global identities
Global South
Globalization
gods
Greece
green game studies
Green games
H
habit
habituation
Habitus
hacking
Heckman model
Hegemony
heritage studies
Hermeneutics
heroes
higher education
Histories
history
History of videogames
Hofstede cultural dimensions theory
home environments
horror
humanitarian logistics
hurricane preparedness
hurricane response
hybrid games
hybrid play
hypertext theory
I
idea generation
Identity
Immanence
immersion
Implied Author
Implied Designer
Implied Player
in-game persuasion
in-game propaganda
in-game purchases
Inclusion
Inclusive vocational training
Incubators
independent games
India
Indian Population
indie development
Indie game developer
Indie Games
Individualization
industry sabbatical
innovative play
Institutional Ethnography
intelligent agent
Intellivision
interaction analysis
interactive art
interactive games for children
Interactive Narrative
Interdisciplinarity
Interface
interface translation
intergroup contact
Internet culture
interviews
intimacy
intimate relationship
Introduction
isolation
Israeli Gaming Culture
Italian video games
Italy
J
Japan
Job Satisfaction
Joseph Beuys
Journalism
K
Keita Takahashi
keynote
Kickstarter
Kink
L
labor
labour
Labour union
landscape
language resources
larp
League of Legends
learning
Learning Processes
Learning Theory
learning with mirrors
legal
Leibniz
Let's Plays
LGBTQ
licensing
Life Is Strange
liminality
literacy
Literary Theory
literate review
Literature
LitRPG
Live action role play
live action roleplaying (larp)
live media performance
Live streaming
Liveness
Livestreaming
localization
Location Based Storytelling
lockdown
Loot boxes
Ludic
ludic capitalism
Ludicization
ludification
ludology
Lunch Break
M
Machine vision
magazines
Magic: the Gathering
maps
Margins
marketing
Marxism
masculinity studies
Mass Effect
Massively Multiplayer Online Games
material culture
Materialities
materiality
Mathematics
meaning making
Meaningfulness
mechanics
mechas
media
media architecture
media cultural studies
Media ideology
Media Practices
media psychology
memory
mentoring
metalepsis
Metaludic Knowledge
Metareference
methodologies
Methodology
Methods
Metrics
Mexican Video Games
microtransactions
military education
Miniature game
Mirrors
mirrors play
Misinformation
misogyny
mixed methods
mixed reality
mixed reality games
MMO
MMORPG
Mobile Augmented Reality
modern slavery
monetization
money
money games
monster
monsters
moral conflict
moral psychology
Morality
motion capture
motivation
motivation in gaming
motivations
multiple games
Multiplicity
Muriel Tramis
museum
museum studies
mutuality
Mythanalysis
Mythology
Myths
MÖRK BORG
N
Narrative
narrative beat
Narrative Turn
narratives
narratology
national cinema
national cultures
National video game
nationality
Naturalization
need frustration
New Materialism
New version update
newsgames
NFTs
Nier: Automata
nintendo
Nintendo Entertainment System
NLP
No Man’s Sky
Non-Digital Game
Non-Digital Games
Non-Fungible Tokens
non-human agency
Non-human Turn
nostalgia
novice play
O
object-oriented storytelling
online trolling
Ontology
opioid addiction
Orientalism
Overwatch
P
paid co-player
paid co-playing practice
pandemic
Paper puzzle games
paratext
paratexts
participation
participative action research
participative observation
participatory design
Patreon
patriarchy
Pay-What-You-Want
Pedagogy
pedagogy of the oppressed
People of color
Perceived Learning
Performance
Performance studies
Performatology
Personality
persuasion detection
pervasive games
phenomenology
Philosophy
philosophy of humour
pilgrimage
planetary
Plants
platform studies
platforms
play
Play contexts
playable concepts
player
player centered design
player experience
Player Experience Design
player identity
Player Modeling
Player Motivations
player studies
player-game relations
players
players' attitudes
playfulness
Playing Habit
PlayStation 5
playtesting
plessner
Pocket City
podcasts
Pokémon Sleep
Politainment
political communication
political economy
political marketing
politics
pornographic games
pornography
Portugal
post-apocalypse
post-digital
post-structuralism
postcolonial
Postcolonialism
posthuman
posthumanism
posthumanist animals
power
practical
practice
pre-production
prejudice
private servers
procedural content generation
Procedural cultural sign systems generation Cybernetics
procedural culture
proceduralism
Production studies
Professionalization
prosocial
Prosthetic Metaphor
protest
Protocol
Psychological Flow
public engagement
puzzle
PWYW donation
Q
Qualitative Interviews
qualitative research
Queer
queer theory
queergaming
queerness
R
race
racism
Random reward mechanisms
Rationality
Realia
Realism
reciprocity
refugees
Regional game studies
regulation
Relevance
repetition
replay
Reporting
representation
Representation in Games
requirements analysis
rereading
research creation
research gaps
research method
resistance
Resurgence
retrofuture
Reverse colonization
review scores
rewards
Rhythm
robots
role-playing game
role-playing games
RPG
Rules
S
satire
scholarships
Science Fiction
self-determination theory
self-reflexivity
selfhood
semiotics
sense-making
sensors
sensory modality
serious game
Serious Game Jam
serious games
sex
sexism
Sexual Harassment
sexuality
SGJ
showcase
Sim City: BuildIt
simulation
simulation gaming
Situational analysis
slapstick comedy
sleep tracking
smart city
sociability
social aspects
social connectedness
social gaming
Social imaginary
social impact games
social live streaming services
social practice
social sculpture
Social VR
Society
software piracy
sound
space
spatial politics
speaker series
specification
Spectating
Spectatorship
speculative play
speedrunning
spreadable media
Square-Enix
squid game
status
STEM Education
stigma
story beat
storygames
storytelling
stream culture
streaming
stress
Stress Management
subjectification
subscription gifting
Sudoku
survival
sustainability
Systemic Play
T
Tabletop game
tabletop games
tabletop role playing
tabletop roleplaying game
Tabletop roleplaying games
Tabletop Simulator
tactics
tax incentives
Taxonomy
teaching
teaching games
tech demo
technicity
techno-intimacy
techno-symbiosis
technoculture
technology
Temporality
terminology mapping
the paid co-playing practices
The Sims
theater of the oppressed
theme parks
theoretical model
theory of experience
Thing Theory
Time
Topic Modeling
town hall
toxicity
Transcendence
transformational play
Transformative learning theory
Transgressive Design
transhumanism
translation
transmedia
Transparency
TRPG
TTRPG
Twitch
Twitch.tv
Twitter
Two-Eyed Seeing
typology
U
UK gaming history
uncertainty
unionization
universal narrative
Urban play
User Immersion
V
values
values-centred
vampire
Vegetal Turn
video game
Video Game Industry
Video game law
Video game localization
video game performance
video games
Video gaming
Video gaming regulations
videogame
Videogame industry
videogame magazines
Videogames
Viewers
violence
virtual companion
Virtual reality
virtual subjectivity
Virtual Worlds
visual novel games
Visuality
VMachine algorithm
voice acting
VR Storytelling
VRChat
W
walking simulators
wandering games
Wargaming
Warhammer
well-being
western (genre)
whiteness
Women
women in games
workshops
World of Warcraft
worldbuilding
WW2
X
Xeno-encyclopedia
Y
YouTube
Z
Zeebo
zine
‘world’-travelling