As many of you will have noticed we've been having some serious problems with the Digiplay web site falling over recently. Sad

The problem seems to be that the site has got to big for its server and there are all sorts of memory problems which are causing fatal errors. While we search for a more long term solution we'll strip down the site as much as possible to keep thing turning for a while at least.

Thanks for your patience!

Jase

Jason Rutter & Jo Bryce
Cyberspace Research Unit, University of Central Lancashire, Preston, PR1 2HE

Draft Prepublication Paper
Rutter, J. & Bryce, J. 2008. “The Consumption of Counterfeit Goods: ‘Here be Pirates?’”, Sociology, 42(6), pp. 1146–1164.

Abstract

Social science, policy and popular discourse around counterfeiting regularly position consumers of counterfeit goods as part of a technological elite or motivated by anti-capitalist or anti-corporate positions. In order to explore this construction and highlight its associated limitations, this paper presents quantitative data collected through postal and web-based questionnaires looking at the frequency, location and motivations for the purchase of counterfeit leisure items for consumers in the United Kingdom.

Image of booksThe Digiplay games research bibliography is the largest database of academic and research articles on game freely available on the web. The Digiplay bibliography of computer games research has gone through several changes in its lifecycle. This version is the newest but still undergoing continual updating.

Fully integrated into this new Digiplay web site, the bibliography contains over 2600 references to papers, books, theses and conference papers on computer, video and digital games research. Multidisciplinary in nature, it includes references across the whole range of fields including sociology, psychology, computer science, education, literary studies, health sciences, economics, media studies, and law and so forth from 1949 to the present day.

All the references have COinS data associated with them, so that means that they are compatible with Zotero, the free Firefox extension which allows you to collect, manage and cite your research sources.

You can also use our OpenSearch Plugin to find references in the games research bibliography and other pages on the Digiplay site right from your browser toolbar.

New entry in the Digiplay Games Research Bibliography:

Sisler, Vit; Brom, Cyril; Slavik, Radovan (2008)
12th International MindTrek Conference: Entertainment and Media in the Ubiquitous Era

Image of booksThis paper introduces the concept of an augmented learning environment into the field of game-based learning. An augmented learning environment (ALE) combines principles of on-line multi-player computer games with social, role-playing games in order to facilitate the development of key skills and transfer of knowledge. Fundamental features of ALE are discussed through the educational game paradigm, Europe 2045, which has been developed and successfully implemented in a number of secondary schools in the Czech Republic during 2008. On a more general level this paper aims to establish a theoretical and case-study-based methodological framework for game researchers and designers, involved in similar future projects, which capitalizes on the notion of ALE. Read more...

New entry in the Digiplay Games Research Bibliography:

Tolino, Aldo (2008)
Art and Knowledge-Transfer

Image of booksGaming 2.0 – Computer Games and Cultural Production Participation Analysis of Computer Gamers in a convergent Media Culture and taxonomy of ludic artefacts This text thesis aims to examine media products which are produced by computer game players. Players approach these games in a non-trivial way and are part of cooperative and intensive communication project-communities. Within these communities they generate ludic artefacts in form of videos, images and real objects, produced out of games and by playing. Beginning with a very general discussion of the term game, the thesis continues with examining concepts of the computer game, web participation and convergent media culture. Additionally, a series of case studies is collected and described. The examinations lead to a taxonomy of ludic artefacts, which is divided into six main groups. Each of them contains further six subcategories, which explain the motivations for the production of such pieces of art, as well as different ways of using the medium computer game. The proposal of this taxonomy of ludic artefacts aims to support the understanding of gamers who produce media artefacts, which transport and communicate the mental state and emotions of the gaming community. Convergent media culture, which incorporates participation of users and collective intelligence, enables a very special way of creativity. Thereby, the gamer is transformed into a prosumer and team player, who is able to articulate and express himself as an individual through these artefacts, travelling between the fields of popular culture and art. Therefore, the social type of the gamer is a co-creative representative of an avantgardistic gaming-, creation-, and networking-community, which uses the computer game as a platform and a creative programme. Read more...

New entry in the Digiplay Games Research Bibliography:

Nacke, Lennart; Lindley, Craig A; Stellmach, Sophie (2008)
Second International Conference on Fun and Games 2008

Image of booksModern psychophysiological game research faces the problem that for understanding the computer game experience, it needs to analyze game events with high temporal resolution and within the game context. This is the only way to achieve greater understanding of gameplay and the player experience with the use of psychophysiological instrumentation. This paper presents a solution to recording in-game events with the frequency and accuracy of psychophysiological recording systems, by sending out event byte codes through a parallel port to the psychophysiological signal acquisition hardware. Thus, psychophysiological data can immediately be correlated with in-game data. By employing this system for psychophysiological game experiments, researchers will be able to analyze gameplay in greater detail in future studies. Read more...

New entry in the Digiplay Games Research Bibliography:

Nacke, Lennart; Lindley, Craig A (2008)
IADIS International Conference Gaming 2008: Design for engaging experience and social interaction

Image of booksDesigning and evaluating gameplay experience comes to life after measures for player experience have been found. This paper describes a pilot study measuring game experience with a set of game stimuli especially designed for different player experiences. Gameplay experience is measured using self-report questionnaires after each play session. Results of the questionnaires are then separately compared to design intentions and player evaluations. Our experiment shows that gameplay experience can be assessed with a high reliability for certain gameplay features. Read more...

New entry in the Digiplay Games Research Bibliography:

Lindley Craig A; Sennersten, Charlotte (2007)
International Journal of Computer Games Technology

Image of booksSchema theory provides a foundation for the analysis of game play patterns created by players during their interaction with a game. Schema models derived from the analysis of play provide a rich explanatory framework for the cognitive processes underlying game play, as well as detailed hypotheses for the hierarchical structure of pleasures and rewards motivating players. Game engagement is accounted for as a process of schema selection or development, while immersion is explained in terms of levels of attentional demand in schema execution. However, schemas may not only be used to describe play, but might be used actively as cognitive models within a game engine. Predesigned schema models are knowledge representations constituting anticipated or desired learned cognitive outcomes of play. Automated analysis of player schemas and comparison with predesigned target schemas can provide a foundation for a game engine adapting or tuning game mechanics to achieve specific effects of engagement, immersion, and cognitive skill acquisition by players. Hence, schema models may enhance the play experience as well as provide a foundation for achieving explicitly represented pedagogical or therapeutic functions of games. Read more...

New entry in the Digiplay Games Research Bibliography:

Lindley Craig A; Nacke, Lennart; Sennersten, Charlotte (2007)
First Symposium on Ludic Engagement Designs for All (LEDA)

Image of booksUnderstanding gameplay requires a consideration of basic epistemological questions about the nature of understanding. Grounded in a tradition of philosophical hermeneutics, it is possible to approach the understanding of gameplay as a matter of generating mappings to explanatory frameworks in alternative interpretation paradigms. It is especially useful to consider gameplay from perspectives of cognitive science, semiotics, consciousness studies and aesthetics. Each of these approaches provides a different but compatible perspective on understanding play. Integrating these perspectives without losing their differences provides a comprehensive theoretical framework for play analysis. Read more...

New entry in the Digiplay Games Research Bibliography:

Veugen, Connie (2006)
Tijdschrift voor Mediageschiedenis

Image of booksThis is an updated and revised version of the Dutch article 'Here be Dragons: Voorgeschiedenis en ontstaan van adventure games.' The article traces the history of adventure games from the birth of the fantasy genre in William Morris' work and the origins of the Kriegspiel, through Tolkien's fantasy world and Dungeons and Dragons to the early text adventures and the first graphical adventures. Read more...

Syndicate content