Ducheneaut et al., 2013
| Publication | Publication Date | Title |
|---|---|---|
| Tondello et al. | A framework and taxonomy of videogame playing preferences | |
| Riedl et al. | AI for game production | |
| Kolo et al. | Living a virtual life: Social dynamics of online gaming | |
| Yee et al. | Introverted elves & conscientious gnomes: the expression of personality in world of warcraft | |
| Rapp | Social game elements in world of warcraft: Interpersonal relations, groups, and organizations for gamification design | |
| Chen et al. | Understanding social interaction in world of warcraft | |
| Jakobsson | Virtual worlds and social interaction design | |
| Omori et al. | Analysis of Motivational Elements of Social Games: A Puzzle Match 3‐Games Study Case | |
| Ducheneaut et al. | Data collection in massively multiplayer online games: Methods, analytic obstacles, and case studies | |
| Sherlock | Patching as design rhetoric: Tracing the framing and delivery of iterative content documentation in online games | |
| Gekker | Let’s not play: Interpassivity as resistance in ‘Let’s Play’videos | |
| Zackariasson et al. | Virtual identities and market segmentation in marketing in and through massively multiplayer online games (MMOGs) | |
| Friman | Gender and game cultural agency in the post-gamer era | |
| Pfau et al. | On video game balancing: Joining player-and data-driven analytics | |
| Ducheneaut | Massively multiplayer online games as living laboratories: Opportunities and pitfalls | |
| Koehne et al. | Identity design in virtual worlds | |
| Loria et al. | The quirks of being a wallflower: Towards defining lurkers and loners in games through a systematic literature review | |
| Gustafsson | Designing persistent player narratives in digital game worlds | |
| Garvey | “You’re Too Pretty to Be a Challenge Runner”: Changing “Gamers” in an Age of Live Streaming | |
| Sacco et al. | Linking in-game events and entities to social data on the web | |
| Wei et al. | Exploring Players’ Interaction And Experience in Role-play Game From Perspective of Affordance and Value Co-creation-a Case Study of Fallout 76 | |
| Chi | The value chain in the Asian online gaming industry: A case study of Taiwan | |
| Jaiswal et al. | How Do Affordances of Gaming Technology Influence Involvement in the Digital Gaming Based Communities? | |
| Schmitz | Shut Up and Play, or Get Out: A Pedagogy of Gendered Digital Identities in Video Gaming | |
| Ducheneaut et al. | A View from Computer Science: From Solitude to Ambient Sociability–Redefining the Social and Psychological Aspects of Isolation in Online Games |