Balance of Proposal Submissions at DiGRA 2005 Conference
 
 
 
 
 
 
6. Analysis/Commentary
on Game/Sims
 
 
 
 

Who's Afraid of Rationality? A Rational Approach to Defining Games

 

Where Is the Value In Pervasive Games?

 

When Play means Work: Marxing the Value of Gameplay in MMORPGs

 

When game designers practice theory

 

What Systems can and cannot do for Computer Games.

 

Warriors, Narrators, Strategists and Interactors: Quantitative Gamer Archetypes

 

Wargames: Recreating/Recreation of History and the Future

 

Videogame Meta-Discourse and Interpretive Communities

 

Video games: A significant cognitive artifact of contemporary youth culture

 

Video Games and Genre: A Film Studies Perspective

 

Towards the unification of intuitive and formal game concepts with applications to computer chess

 

Towards an Ontological Language for Game Analysis

 

Theory is Play is Design is Theory

 

Theory as Game: Designing the Game Game

 

Theorizing online gameplay: the "satanic mill" of Diablo 2

 

Theorizing for design: The case for pure theory

 

The Zone of Appropriation in Video Games: A Socio-Semiotic View

 

The use of Video Game Technology for Investigating Perceptual, Cognitive, and Social Awareness in Sports Environments

 

The Sound of the Halo Shotgun: Videogames as a Contemporary Art Form

 

The Pokemon Parable

 

The pleasures of virtualised consumption in digital games