ToDiGRA (Vol. 4, No. 2)

ToDIGRA is a quarterly, international, open access, refereed, multidisciplinary journal dedicated to research on and practice in all aspects of games. ToDiGRA captures the wide variety of research within the game studies community combining, for example, humane science with sociology, technology with design, and empirics with theory.

This issue includes Selected Articles from the 2017 International DIGRA Conference

Category: Tags: , , ,

Book Details

Pages

262

Cover Design

John Dessler

Language(s)

English

Release Date

November 7, 2018

DOI

0.1184/R1/7309880

Product Dimensions

6 x 9

Imprint

ETC Press

ToDIGRA Selected Articles from the 2017 International DIGRA Conference

  • How Players Speak to an Intelligent Game Character Using Natural Language Messages, by Fraser Allison, Ewa Luger, & Katja Hofmann
  • ‘If you are feeling bold, ask for $3’: Value Crafting and Indie Game Developers, by Mia Consalvo & Christopher A. Paul
  • Glitch Horror: BEN Drowned and the Fallibility of Technology in Game Fan Fiction, by Emily E. Crawford
  • Exhibition Strategies for Videogames in Art Institutions: Blank Arcade 2016, Emilie M. Reed
  • Modeling and Designing for Key Elements of Curiosity: Risking Failure, Valuing Questions, by Alexandra To, Jarrek Holmes, Elaine Fath, Eda Zhang, Geoff Kaufman, & Jessica Hammer
  • Heritage Destruction and Videogames: Ethical Challenges of the Representation of Cultural Heritage, by José Antonio González Zarandona, Adam Chapman, & Darshana Jayemanne
  • Considering play: From method to analysis, by Jasper van Vught & René Glas

ToDIGRA is a quarterly, international, open access, refereed, multidisciplinary journal dedicated to research on and practice in all aspects of games. ToDiGRA captures the wide variety of research within the game studies community combining, for example, humane science with sociology, technology with design, and empirics with theory.

As such, the journal provides a forum for communication among experts from different disciplines in game studies such as education, computer science, psychology, media and communication studies, design, anthropology, sociology, and business.

ToDIGRA is sponsored by the Digital Games Research Association (DiGRA), the leading international professional society for academics and professionals seeking to advance the study and understanding of digital games. ToDIGRA does not currently accept unsolicited submissions. Submissions must be directed towards a specific call for paper and conform to the specific focus of that call. For more information on ToDiGRA, visit: http://todigra.org