DIGRA 2023: DIGITAL GAMES RESEARCH ASSOCIATION CONFERENCE
TALK KEYWORD INDEX

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

1
1980s
2
2022 elections
21st century skills
4
4E cognition
A
AAA
Abstract Strategy Board Games
accelerationism
Accessibility
Active and Healthy Ageing
actor-network theory
adaptation
ads
adult video games
Advanced Design
Adventure game
aesthetics
affect
affirmative ethics
affordances
Age of Empires
agency
agential realism
AI
Alien Affordance
Allegorithms
Alt right
Alternative narratives
Amusement Arcades
analog game studies
Analogue role-playing games
analysis
anger
Animal Crossing: New Horizons
Animal Farm
Animal Gameplay
animals
Anthropocene
anthropocentrism
Anti-feminism
antiquity
apocalypse
applications of computer games
Applied ludology
AR
Arcade
Arcade videogames
arcades
ArcGIS StoryMaps
archaeogaming
archives
Art games
art histories
art history
artgames
artist interviews
arts awards
Asian horror
Assassin’s Creed
Assassin’s Creed: Origins (2017)
Associationalism
Atari
Audio-Only
Australia
auteur theory
authenticity
authoritarian state
authorship
autoethnography
automation
avatar
avatars
B
background
Baldur's Gate
Barks
Baruch Spinoza
Battlefront 2017
becoming
behavioral intervention
Belgium
Bereavement
bibliometrics
biopolitics
Black Game Studies
Black Geyser: Couriers of Darkness
Blockbuster Games
board games
board games cultures
Boardgames
Bodies
Borders
boredom
boundaries of play
boxing
brand management
Brazil
Brazilian gamer culture
Brexit
bricolage
C
C-K theory
Caillois
CALL
Call of Duty
Canada
canon
capitalism
capstone
card games
cartography
case study
Cemeteries
Central and Eastern Europe
Character design
characterization
characters
charging for gacha
Charles Taylor
cheating
chess
Chessboxing
children
China
Chinese
Chinese Game Industry
Chinese games
Chinese MMO
choices
city-building games
Civic participation
Civilization
classics
classification
climate
climate change
climate crisis
climate mobilities
close playing
Close reading
Cloud gaming
Co-creation
Co-Design
Co-operation on Science and Technology
cognitive behavioral therapy (CBT)
Coin-Op
collaboration
collaborative narrative
collecting
collective action
collective imagination
Collegiate esports
colonialism
Colonialism in games
colonization
commercial
Commercialisation
commodity
Commodore 64
Commonwealth Esports Championship
Commonwealth Games
communication
communication skills
Communities
community
Competition
competitive gaming
computational analysis
computer culture
computer games
Computing history
concept art
conceptual art
conceptual games
conclusion
Conflict
consent
constellations
Consumer protection
Content creation
content creators
content moderators
Contexts of play
continued use
control
convergence culture
conviviality
cooperative gameplay
cosmotechnics
covalent network
COVID-19
cozy games
credits
Creepypasta
Critical Design
Critical games design
critical historiography
Critical theory
critique
crowdfunding
cRPG
CS:GO
cultivation games
cultivation novels
cultural colonialism
Cultural contexts
cultural ecology
cultural heritage
cultural heritage representations
cultural probes
cultural production
cultural representation
Cultural sustainability
cultural trauma
culture
curricular integration
cuteness
Cycling
Cyclotourism
Czech game industry
Czech Republic
D
dark design
Dark patterns
data
data analytics
data labelers
data mining
data professionals
data work
data-driven game development
Death
death drive
Death Stranding
decolonial theory
decolonizing game studies
Decreation
Defamiliarization
Deformative criticism
Deleuze
demonic
demons
Denmark
design
Design for Education
Design futures
design ontology
design principles
design processes
design research
design theory
desire
detective fiction
development
development processes
Dialogues
didactic knowledge
diegesis
digital archives
digital competences
digital detox
Digital Ethnography
digital flânerie
Digital Game
Digital game-based learning
digital games
Digital games policy
digital interactive fiction
Digital Labor
digital literacy
digital literacy games
digital media
Digital mobility
Digital Narratives
digital performance
digital preservation
digital role-playing games
digital therapeutics
Digital Twins
Discipline
Discord
discourse
discourse analysis
Discursive Game Design
Disinformation
disinformation games
disk imaging
distance learning
distribution
diversity
diversity and inclusion
Divinity Original Sin II
Dnd
domestication
domesticity
doors
Dozens
drones
Dungeons & Dragons
Dungeons&Dragons
dynamics
dystopia
E
EaaSI
early game design communities
East-Asia
Eastern Europe
Eastern Europeans
eco-criticism
ecocriticism
ecogames
ecological awareness
ecology
Economy
Education
educational games
EEG
Effort
Electronic sports
Embodiment
emergent narrative
Emersion
emotion
emotional labour
empathy
empirical aesthetics
employability
emulation
Emulation-as-a-Service Infrastructure
emulators
enacted
Enactive perception
enchantment
Energy futures
engagement
Englishization
environmental humanities
Epistemology
Erasure
Erotic Labor
Esports
esports culture
esports ecosystem
estrangement
Ethical Perceptions
ethical research
Ethics
ethnography
ethnomethodology
Eudaimonic entertainment
Eugene Thacker
European
European game histories
European Union policy
exchange
Exercise
Exergaming
Exhibition
existential ludology
expatriates
expertise
exploration
Extreme Character Design
F
facilities
failure
fake ads
Fake news
false advertisements
fan communities
Fan Community
Fan Localisation
Fan productivity
fan translation
fan translations
fan-creators
fandom
Fanfiction
fans
fantasy games
fantasy sports
Far Cry 6
Farming games
fashion
fashion games
feminism
feminist game art
feminist game studies
feminist methods
feminist timeline
Feminities
fiction
Fictional Games
Fictionalization
field theory
Filipino video games
film
film and media studies
Final Fantasy
Finnishness
first person shooter
Fishing
flow
flow experience
Flyting
Focalization
Folklore
foreignization
Formalist analysis
Formula One
Foucault
Free to play
free-to-play
free-to-play games
freedom
Frostpunk
fumblecore
Future Design
future imaginaries
Félix Guattari
G
gacha
Gacha games
Gambling
Gambling-like elements
game access
Game Actions
game addiction
game analysis
game asset
Game audiences
game based learning
game breaks
Game Character
game community
game company
game concepts
game creation
Game creation system
game criticism
game culture
game data work
game design
game design research
Game Dev Tycoon
game developers
game development
Game Development Culture
game dialogue
game education
game engine
Game Engines
Game Exchange
game exhibition
Game Expats
game experience
game history
game industry
Game industry history
game jams
Game Labour
Game Localisation
game localization
game making tools
game maps
Game Markets
game mastering
Game mechanics
game meta-ontology
game museum
Game narrative
game objects
game ontology
game preservation
Game procedures
game production
game production studies
game research
game space
Game State
game studies
game studies journal
game user experience design
Game Work
game-based language learning
Game-based Learning
game-story
Game-tech
gameful experience
gamemaking
Gameplay
gamer culture
gamer identity
GamerGate
gamers
games
games and education
Games Artifacts
games as interventions
games education
Games for Learning
games in education
games industry
Games Studies
Games-as-a-Service
gamification
Gaming
Gaming capital
gaming communities
Gaming community
Gaming content creation
Gaming culture
gaming disorder
gaming motivations
Gaming podcasts
Gaming-as-a-service
gardening
gay gamers
gaymers
GBStudio
gender
Gender and Games
gender and sexuality
gender differences
gender studies
gender-neutrality
Gendered gameplay
generativity
genre
genre perspective
Genre-blending
Ghost
Gilles Deleuze
glitch
glitches
Global
Global Esports Federation
Global South
global warming
grace
Grant Wood
grassroots activism
Grassroots computing
Great Britain
Grief
grounded theory
H
habit
hacking
happiness
harassment
hardware
harmonious passion
HASS
Hate Raid
Haunted House
health interventions
healthcare
hegemony
hegemony of play
heritage
hermeneutics
hero's journey
Hi-score girl
higher education studies
historical
historical accuracy
Historical digital games
historical game studies
Historical games
historical narrative
historiography
history
history of game studies
history of video games
Hobbyist
home computers
horror
horror video games
Huizinga
Human-environment Relationship
humanism
humanist delusion
humanities
humour
Hungarian video game industry
hybrid sports
I
Icewind Dale
identity
identity construction
identity theory
identity verification
ideology
idleness
imaginaries
imaginary
Imaginary Games
Imagination
Immersion
Immersive
Immersive digital spaces
immersive experience
immersive VR
imperialism
impulsivity
in-depth interviews
In-game concerts
in-game photography
inclusion
income tax
independent game development
independent games
India
Indian Education
indie
indie games
industrial reflexivity
industrialization
Industry self-regulation and corporate social responsibility
industry studies
industry survey
Infinity Engine
information economy
infrastructure
Inscryption
Instagram
instrument
Intellivision
interaction design
Interactive Environment
interactive fiction
interactive narration
Interactive narrative
intercultural encounters
Interdisciplinarity
interdisciplinary
interface
interface games
intergenerational
Intermediality
international
internationalization
interpretation
interpretation design
interpretative agency
interpretative challenge
intersectional feminism
intersectionality
intersubjectivity
intertextuality
Intervention Model
interview
interviews
intimacy
Ireland
Irish games industry
Irony
isometric role-playing games
Israeli-Palestinian conflict
J
Jamming the Curve
Japan
Japanese femininity
Japanese video game industry
Joseph Campbell
jouissance
K
Karen Barad
kickstarter
Kitsch
Korea
Korean Game Studies
L
labor
labour
Lacan
Lad Mags
Language
large class size
larp
Latin America
Latino / Latina
Latinx
Latinx representation in games
Latinx studies
Law and regulation
League of Legends
learning environment
leitmotif
Lemmings
Let's play
Let’s Play
LGBTQI+
lifestyle games
lifestyle media
Lifestyle software
lila
Liminality
limitations
Literary Theory
Literature
literature review
Live streaming
Live-streaming
livestreaming
Livestreams
loading screens
local
Local Game Histories
local games
Local Gaming History
Local History
locality
localization
Location-based Augmented Reality Game
Location-based games
logistics
longitudinal research
Loot boxes
lootboxes
ludic language pedagogy
ludic media
ludic subjectivity
ludification
Ludology
ludomusicology
Ludonarration
Ludonarrative dissonance
Ludonarrative harmony
lusory attitude
M
machine vision
machinima
macros
magazines
magic circle
magic prison
Magic systems
Magic: the Gathering
Maltese history
manosphere
maps
market research
marketing
marxism
Masculinities
Masculinity
mass effect
Material Games
materialism
materiality
math anxiety
mathematic knowledge
Mattel
Mattel Electronics
MDA
Meaningful play
media archaeology
Media Convergence
Media infrastructure studies
media studies
meetup
Meg Jayanth
megateam
memes
mental e-health
mental health
merchandising
Meritocracy
meta-ontology
meta-referentiality
metadata
metafiction
metagame
metamodernism
metaphysics
metatextuality
metaverse
methodology
methods
metrics
Metro 2033
Metro: Exodus
Mexico
microhorror
Microtransactions
Migration
Militarism
militarization
military
military-entertainment complex
Minecraft
Mini games
Mini-games
Miniature Games
miOne
misinformation games
misleading advertising
Misogyny
mixed methods
MMORPG
mmorpgs
mobile applications
Mobile Game Business Model
Mobile Games
modders
modding
model-building
Models
mods
MOGs
Monetisation
Monetization
monomyth
monster studies
mood regulation
Moral Disengagement
morality
morals
motivation
motivations
motives for using games
mouse
Movement dynamics
MUDS
Multi-perspective
Multi-player Online Games
Multidisciplinary approach
multiple endings
museum
music
mythography
mythology
Myths
N
narrative
Narrative Design
narrative design analysis
narrative experience
narrative exploration
Narrative game mechanics
narrative games
Narrative identity
narrative immersion
narratology
nation-state
national identity
Nationalism
nature
neoliberal subjectivity
neoliberalism
Netflix
networks
new materialism
Nintendo DS
Noise
Noita
Non-human
nostalgia
Notgames
NPCs
O
obsessive passion
Occupational Community
old age
older adults
older citizens
online communities
online community
online harassment
Online sex work
ontology
open world
open-world
oral history
orientalism
Origin story
OSFN
Otome games
Overview
Overwatch
P
pandemic
Panel
paracommunity
parasocial interaction
parasocial relationships
Paratext
paratexts
paratextuality
Parent gamers
Parents
participation
participatory culture
passage of time
Passion
Passion exploitation
patch notes
patching
patriarchy
Paul Revere
PC game
pedagogical principles
pedagogy
pentimento
perception
performance
personality
Perspectives
Persuasive Games
pervasive game
Phenomenology
Philosophy of Fiction
Philosophy of Imagination
photojournalism
Picaresque
piracy
Pivotal Play
Plant studies
platform
Platform economy
platform games
Platform Studies
platformization
platforms
play
play cultures
play history
Play Theory
Play Value
play-as-method
Playability
playbour
Player activism
Player appreciation
Player as Designer
player communities
player creativity
Player Engagement
player experience
player experiences
player identities
player identity
player modeling
player perspectives
player practices
player response theory
Player revolt
player studies
Player-base research
players
players perceptions
Playful learning
playful probing
Playfulness
playing the past
Podcasts
Pokémon GO
Poland
Policy making
policy practice
policy research
Polish game studies
Polish People's Republic
Polish-Lithuanian Commonwealth
political activism
political agency
political geography
Political theory
politics
Popular Culture
porn games
pornography
portrayals of science
Portugal
post-apocalypse
Post-feminism
post-mortem
post-postwar Japan
Post-Soviet
post-structuralism
postanthropocentrism
postapocalyptic
postcolonial studies
postcolonialism
posthumanism
postmodernism
power
power leveling
Practice-based Research
practices
precariousness
Precarity
Presence
prevention
PRL
Pro-gamers
Pro-gaming
problem gaming
problem setting
problem-solving
Problematic gaming
procedural narrative
procedural rhetoric
procedural rhetorics
procedural storytelling
Production
Productive play
Professional Identity
professional skills
professionalism
Profiling
promotion
prompt
Propaganda
protocol stack
psychiatry
psychoanalysis
psychology
puzzle
puzzles
Q
QQ Speed
qualitative
qualitative data analysis
qualitative research
Qualitative Survey
Quantitative
queer
queer mobility
queer studies
queer temporality
queerness
R
race
Race and Games
racing games
radicalisation
Radicalization
Raiding
randomness
ratings
realism
reality construction
reasoning
reception
recognition
recovery experiences
reddit
reflection
reflection-in-action
refugees
regenerative play
Regional
Regional Game Studies
Regional History
regionality
relation
religion
Remediation
remote workers
repair
repeatability
replay
Replaying
representation
Representation in games
rereading
research communication
research methods
research through design
research-creation
Resident Evil
Resonance
revisiting
revolution
rewards
rhetoric
rhetorical analysis
ritual
Roblox
role-playing
Role-playing games
roleplaying
roleplaying games
RPG
RPGs
Rudyard Kipling
rule set
Rules
rules of play
Russian Formalism
S
satire
science communication
science fiction
scoping review
second language acquisition
secondary school
Self-determination in games
self-help
self-reflexivity
selfies
SEM analysis
semiotics
Sense of Embodiment
seriality
serious
serious game
serious games
settler colonialism
sex
Sexism
sexual content
sexuality
sexuality studies
Shenmue
short games
silver gamers
silver gaming
Simulated gambling
simulation
simulation and gaming
simulations
Single Player
single-player
Sir Gawain and the Green Knight
skill
Skills
skybox
slow games
slow play
Smaky computers
small developers
smartphone apps
social
Social acceptance
social change
Social class
social context
social criticism
social digital games
social media
Social Play
social support
social VR
Sociality
sociohistory
sociology
software
software preservation
Sound
South Asia
South Korea
space
Space Nostalgia
spatial
spatiality
spatialization
speciesism
speculation
speculative
speculative games
Speculative Strategies
speed
Speed Drifters
speedrunners
speedrunning
speedruns
sport club
sport simulations
sports
standardization
Stardom
Steam
STEM
STEM Education
storytelling
strange
streamers
streaming
Structures
student projects
subaltern
Super Mario Maker
surveillance
survey
survival games
survival horror
Sustainability
Swiss game design
Swiss game developer communities
Swiss games
systematic literature review
T
table-top roleplaying games
Tabletop role-playing games
taboos
Taiwan
tangible heritage
tax credits
taxation
TCG
teacher instruction
teachers' role
teachers’ professional development
teaching
teaching games
technoculture
technology
technology acceptance
Teenagers
televangelism
temporality
Text mining
textuality
the sublime
the voyeuristic player
The1980s
theater
thebluepill
Thematic analysis
thematic clusters
theme park studies
theory
theredpill
TikTok
time
time perception
time travel
Topic Modeling
tourism
tournament organizers
toxic behavior
Toxicity
toy
Toy Industry
Toys
Trans Game Studies
trans studies
transformation
transformative experience
Transformative Learning Theory
transgender
transgressive play
Transmasculine
transmedia
Transness
trash talk
travel
Triband
trophy boosting
TRPG
Truck protest
Truckmeta
TTRPG
Twine
Twitch
Twitter
U
UK
uncertainty
unconscious
undesign
unions
unique adequacy
university
university students
Urbanism
use of media
user-centered design
Utopia
V
values
Vernacular
video game
video game genres
Video game Industry
Video game phenomenology
video game representations
video game streaming
video games
Videogame phenomenology
videogame research
Videogames
Videogaming
Viktor Shklovsky
Violence
virtual income
virtual land
virtual realism
Virtual Reality
virtual reality as artistic practice
virtual subject
virtuality
visual analysis
visual ethnography
Visual Impairment
Visual novel
vocal performance
voice acting
VR
VR games
VRChat
W
walking simulator
Walking simulators
Walter Benjamin
war
wargames
well-being
Western esotericism
Winning State
womb
Women
Women in computing
women in games
worker co-operatives
World of Darkness
World War II
Worldbuilding
worlds
Y
Yakuza
Young Adults
Youth culture
YouTube
Z
Zelda
“alt-right”
“Gamer identity”
“gaming culture”