DIGRA/FDG 2016: THE FIRST INTERNATIONAL JOINT CONFERENCE OF DIGRA AND FDG
TALK KEYWORD INDEX

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

(
(Dis)empowerment
1
1980s videogames
3
3d printers
4
4x games
8
8-bit era
80 Days
A
Abandoned accounts
abduction
academia
academic community
Access to care
Accessibility
accessible games
achievements
activity theory
Actor-network theory
Adaptation
Adaptive Play
adult play
Advanced liberalism
adventure games
advocacy
aesthetic effect
aesthetics
Affect
agency
Agents
aging
agonism
agôn (competition)
alea (chance)
Algorithm
Alien
Alien Phenomenologies
allure
Alternative Computation
Alternative Media
amateur
Analysis
analysis framework
animal
Animal Play
animal studies
animals
Animation
Anonymous Author
Anthropology
arcade
archetypal analysis
archives
art
art games
Artificial Intelligence
Assessment
asymmetric gameplay
attention
attitudes towards play
audience studies
Augmented reality
Australia
authenticity
authorial games
authorial intent
authorship
Autism Intervention
Autism Interventions
avatars
B
barthes
Bechdel-Wallace test
Beliefs
Beowulf
best practices
Big data
bio-object
biofeedback
BioShock
Biotic Game
Biotic Processing Unit
Biotic Processing Unit (BPU)
bipartite graphs
board games
Boardgames
Boolean operators
boundary work
Bourdieu
bullet hell
business models
C
Caillois
capitalism
Card games
Cardgames
censorship
character knowledge
Charisma
choreography
Cinema
citizen science games
climate change
close reading
clustering
clustering analysis
co-creation
Co-creativity
co-design
co-located
co-located play
Cognition
cognitive conflict
cognitive rehabilitation
collaborate
Collaboration
Collaborative decision making
Collaborative games
Collaborative Learning
collecting
Comics
Commercial Games
Commissioning
Commodification
Commodore 64
Communities of practice
Community
Community of Practice
competition
Competitive Games
competitive gaming
Compliance
component-based engineering
composition
computational creativity
computational storytelling
computer games history
Computer Vision
Computers and Education
conference organization
conflict
Constructivism
consumer culture
content analysis
Content creation
continental philosophy
Control
conversation analysis
conversation modeling
conversational games
conversational move
conversational puzzle
cooperation
Cooperative Games
costumes
Counter Strike: Global Offensive
courtly love
Creativity
critical dystopia
critical reading
Critical Theory
cross discipline
Cross-context learning
Crowd critique
crowd-sourcing projects
Crowdfunding
cRPGs
cultural capital
cultural industry
cultural participation
Cultural Studies
cultural technique
curiosity
Custom Games
Czechoslovakia
D
dance
danmaku
Dark game design patterns
dark play
data analytic
data games
data modeling
Data visualization
Debugging
Deceit
deconstructionist history
deep play
defamiliarization
Defense of the Ancients
Dementia
design
Design approach
Design Fiction
Design Framework
Design patterns
design practice
Design process
design support
design tools
developer ethics
Development
Diablo III
dialogue
dialogue systems
dialouge management
difficulty balancing
digital dust
digital economy
Digital Game
Digital game based learning
digital games
digital games based language learning
Digital Humanities
Digital interactive learning
digital labor
digital literature
Digital Media
digital play
digital space
DiGRA
Disability
Discourse
Discourse analysis
Dispositif
disruption
distinctions
diversity
Dundee
E
e-sports
Ecocriticism
ecological psychology
Economy of cultural goods
education
educational challenge
educational games
ego-centric design
Elo
emancipated involvement
Emancipated player
Embedded Ethnography
Embodied Cognition
embodied interaction
Embodied Learning Games and Simulations
Embodiment
emergence
emergent gameplay
Emotion
emotion recognition
emotional design
empathy
empirical methods
Enclosure
energy conservation
Engagement
engines
entertainment
epistemology
Erotica
Errata
eSports
ethics
ethnography
evaluation
Eve Online
Everyday Racism
Execution Labs
Experience
experience design
Experiential Turn
Experiment-Game
explorable models
Exploration
exploratory search
Exploratory validation
F
fabrication
Facebook
failure
fairness
Fallout 4
Fan Art
fan labor
fan practices
fandom
fandom research
fans
FCC
Femininity
Fiction
field building
Fieldwork
film
film studies
Finland
first person shooter
First-Person Walker
flow
Foresight
formal analysis
formal software verification
formalism
Format wars
formative
forum analysis
frame
Frame analysis
framing
free-to-play
freemium
frustration
Future studies
G
Galloway
game
game aesthetics
game affordances
game AI
game analysis
game analytics
game art
game audio
game community
Game Content Generation
game creation tools
Game Criticism
game culture
game design
Game Design Philosophy
game developers
Game development
game diagram
Game Essays
game experiments
game feature
game feel
Game for Health
Game history
game history in Poland
game industries
game input
game interpretation
Game jam
Game Journalism
game localization
Game making
Game Mechanics
Game modification
Game of My Life
game ontology
Game Preservation
game production
Game Production Studies
game romances
game studies
game studies in Poland
game type rubrics
game verbs
Game Wikipedia's
gameplay
Gameplay Design
gamer identity
GamerGate
gamers
games
games and culture
games and promotional tools
games as a service
Games as Cultural Heritage
games coverage
Games Education
games for a purpose
games for health
Games in Hybrid Media Collections
games industry
games journalism
games research
games with a purpose
games with purpose
gamification
Gaming
gaming aesthetics
gaming capital
Gaming culture
Gaming Habitus
gaming lab
ganking
Gender
Gender Archetypes
gender in games
Gender Order
Gender Representation
gender studies
general practice management
Generative Game Design
Geometry Friends
gift economy
gift players
Glicko
glitch
glossematics
GluNet
Golden Mean
Governmentality
Grand Theft Auto
grossing
Grounded Theory
group-based learning
H
habitus
Halo
haptics
harassment
Hatred
head mounted display
head mounted displays
health game
healthcare
Heat maps
Hegemonic masculinity
hegemony
hermeneutics
hierarchical model
high scores
higher education
Historical Games
Historical Reception
Historical videogames
History
history of game studies
history of religion
hobbyist
homophobia
Human Computation Games
Human-Biology Interaction
Human-Biology Interaction (HBI)
Human-Biology-Computer Interaction (HBC)
humor
I
ideation
ideation cards
identity
Idle games
ilinx (pursuing vertigo)
imaginative play
Imagined Communities
Immersion
impact
implied player
improvisation
in-game worlds
Incidental Learning
incremental games
Independent games
Indie
indigenous
Individual differences
induction
Industry development
infants
Informal learning
information processing
Ingress
innovation
installation
Intellectual Property
Inter-disciplinarity
Interaction
Interaction design
Interactive Biotechnology
interactive framework
interactive infographic
Interactive Narrative
interactive storytelling
interactive theater
interactive tools
intercultural communication
Intercultural Interaction
intercultural learning game
interdisciplinarity
interdisciplinary
interface
interface design
interference
intermediary space
interpretation
Interpretative Phenomenological Analysis (IPA)
Intertextuality
interviews
intrinsic motivation
iPads
Islands
J
Japanese games
Japanese video games
Journalism
journalism studies
Journey
judgement
juiciness
jumping
K
King of Dragon Pass
Korean consumer culture
L
Labour Movements
labourisation
latent semantic analysis
Leadership
League of Legends
learning
learning theory
Legibility
Legitimacy
Level Design
LGBTQ
librarians
libraries
library
life management
Lineages
Linguistics
literary theory
live-streaming
Livestream
local game histories
location-based games
logocentrism
Lotman
LSTM
ludic appropriation
ludic dialectic
ludic narrative
ludification
Ludology
Ludomusicology
Ludonarrative
Ludus
Lukács
M
Machine Learning
Macromedia Flash
Mafia
magic circle
mainstreaming
making-of material
Male gaze
maps
marketing
masculinity
Mass Effect
Massively Multiplayer Online Games
matchmaking
materiality
meaning
Meaningful play
mechanics
Media archaeology
media comparison
media genealogy
Memory
Mental health
Meta-rules
Meta-theory
Metagaming
metalepsis
Metascore
methodology
methods
Microscopy
mimicry (role-playing)
Minecraft
Missing Information
mixed reality
mixed reality games
mixed-initiative
MMOGs
MMORPG
MMORPGs
MOBA
mobile games
Mobile technologies
Mod
Modding
modelling & simulation
Monetisation
Monte Carlo TS
Mother
Motion Capture
motivation
multiliteracies
multimodal data analysis
multiplayer
multiplayer gaming
multispecies philosophy
Music
myth
mythologies
N
N-gage
narrative
narrative design
Narrative Turn
Narratology
native
natural language generation
natural language interaction
natural language processing
Newgrounds.com
nexus analysis
Nintendo
Nokia
non-digital games
non-negative matrix factorization
non-player characters
normalization
normative feedback
Nostalgia
Novel Game Gesign Methods
NPCs
O
obsolescence
online community
Online games
Ontology
open data
operational logics
oppositions
Orangutans
Organisations
otome games
P
Paidia
panel
Para-ludic
paradigms
Parasites
Paratext
paratexts
Paratextuality
parody
participatory art
Participatory culture
Patch
patent
Pathfinding
peer review
people living with dementia
Perec
performance
Performativity
Performativity of language
Personality
Perspective
perspectives
persuasive games
Persuasive Gaming
persuasive technology
pervasive games
Phenomenology
Philosophical Toys
Philosophy
philosophy of games
Photography
physiological data
PID controller
Pierre Bourdieu
Planning
Platform Studies
platforms
play
Play aesthetics
play at work
Play design
play studies
Play theory
playable poster
player
player agency
Player Boycott
player culture
player experience
player experiences
player frustration
player incorporation
player modeling
player navigation
Player practices
player studies
player typology
players
Playful Genealogy
playfulness
poetic gameplay
Point-of-view
poland
policy
Political Economy
politics
Popular culture
popular science
pornography
positive negative experiences
possibility space
possible worlds
Post-Mortem
post-representational cartography
posthumanism
postludification
Power
practice-based
practice-based game research
pranks
Preferred Play
principles
probability distributions
procedural content generation
procedural conversation
Procedural rhetoric
Procedurality
Product strategy
Production logics
Production studies
professional gaming
programs
Project M
Promotional Media
prototype
prototyping
psychoanalysis
psychogeography
psychological development
Psychology
Psychosis
public spaces
publication
Publishing
puzzle design
Q
qualitative
Quantified Self
queery theory
quitting
R
Race
Rapidly-Exploring Random Tree
real games
realism
Recurrent Neural Network
reflex
religion
religious discourses
remediation
reminiscence
representation
research
research & methodology
research design
research perspectives
Resistance
reversal theory
review
reviews
reward
RIFT
role-playing games
Roleplaying
romanticism
ruins
Rule 34
Rules
S
sales
sarmatism
Science and Technology Studies
Science Fiction
science-fiction games
second language acquisition
Secrecy
security and privacy
Selection and Retention Policies
self-determination
self-referentiality
self-reflexive
semantics
semiotic
Semiotics
serious educational games
serious game
serious game design
serious games
serious leisure
sexuality
Shenmue
Shock
simulation
simulation games
simulator sickness
Sinclair Spectrum
Sinclair ZX Spectrum
single player games
Situated Learning
situated play
skill
Skyrim
sociability
social anxiety
Social Control
social games
Social gaming
social media
Social network games
social networks
social normative theory
social play
social science
Sociology
Source code
space
Spatial and temporal representation
spatiality of games
spawncamping
speculative design
Speculative Realism
speech recognition
Speedrun
speedrunning
Startle
Status
strategy games
streaming
students
Studio Studies
study of religon
Subjectivity
Super Mario Bros
Super Smash Bros
surveillance
Survivalism
Sustainability
sustainable life cycle design
systems theory
systems thinking
T
Tangible Microscopy
Technical Communication
Technology
Temporal aspects
terrain diversity
terrain evaluation
terrain generation
text
Textual analysis
the everyday
The Path
the post-political
The Sims
The Walking Dead
the witness
theoretical framework
Theory
toddlers
touchscreens
Trading Card Games
Transfer
Transgressive content
Transmedia
Transmedia Storytelling
transnational research ethics
transphobia
trashtalking
trolls
Tropes
TrueSkill
Trust
TV Tropes.org
Twitch
twitch.tv
Twitter
U
UI
UK videogames industry
uncertainty
unconventional displays
university
unsupervised learning
Urban play
User Interfaces
user study
User-Generated Content
utopia
UX
V
Vertigo
video game
video game dystopia
video game narrative
Video Games
videogame
videogame discovery
Videogame history
videogame ontology
videogames
violence
virtual agents
Virtual Environments
virtual reality
virtual reality games
visibility
Visual analytics
Visual Design
Visual framing
Visual Media
visualization
Vivian James
Voice interaction
VR
W
Walking simulators
wandering viewpoint
Weber
well-played
Werewolf
wikipedia
Women’s games
Work
work and play
worldview
Y
young children
YouTube
Z
Zoos