José P. Zagal

Orcid: 0009-0001-6986-1349

Affiliations:
  • University of Utah, Salt Lake City, UT, USA
  • DePaul University, College of Computing and Digital Media, Chicago, IL, USA


According to our database1, José P. Zagal authored at least 42 papers between 2000 and 2023.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Other 

Links

Online presence:

On csauthors.net:

Bibliography

2023
Aligning story and gameplay through narrative goals.
Entertain. Comput., August, 2023

2022
Game System Models: Toward Semantic Foundations for Technical Game Analysis, Generation, and Design.
Proceedings of the Eighteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2022

2020
A Typology of Imperative Game Goals.
Game Stud., 2020

GFI: A Formal Approach to Narrative Design and Game Research.
Proceedings of the Interactive Storytelling, 2020

Narrative Goals in Games: A Novel Nexus of Story and Gameplay.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

2018
Game Design Lineages: Minecraft's Inventory.
Trans. Digit. Games Res. Assoc., 2018

2017
Meaning without consequence: virtue ethics and inconsequential choices in games.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

War Ethics: A Framework for Analyzing Videogames.
Proceedings of the 2017 DiGRA International Conference, 2017

Design Box Case Study: Facilitating Interdisciplinary Collaboration and Participatory Design in Game Developm.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

2016
Introduction.
Trans. Digit. Games Res. Assoc., 2016

On Chairing a Games Research Conference.
Trans. Digit. Games Res. Assoc., 2016

Good Violence, Bad Violence: The Ethics of Competition in Multiplayer Games.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

2015
Placeholder Content in Game Development: Benefits and Challenges.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

2014
Examining 'RPG elements': Systems of character progression.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Pitch perfect or exploring pitching practices in industry and games education.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Designing Inside the Box or Pitching Practices in Industry and Education.
Proceedings of the 2014 DiGRA International Conference: <Active Noun> the <Verb> of game <Plural Noun>, 2014

2013
Introduction.
Trans. Digit. Games Res. Assoc., 2013

Cultural differences in game appreciation: A study of player game reviews.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Dark patterns in the design of games.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Understanding Japanese Games Education.
Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies, 2013

Finding Evidence of Metacognition through Content Analysis of an ePortfolio Community: Beyond Text, Across New Media.
Proceedings of the 10th International Conference on Computer-Supported Collaborative Learning, 2013

2012
Extraction of User Opinions by Adjective-Context Co-clustering for Game Review Texts.
Proceedings of the Advances in Natural Language Processing, 2012

2011
Videogames and the Ethics of Care.
Int. J. Gaming Comput. Mediat. Simulations, 2011

Hackers, History, and Game Design: What Racing the Beam Is Not.
Game Stud., 2011

A Survey of Final Project Courses in Game Programs: Considerations for Teaching Capstone.
Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, 2011

2010
The aesthetics of gameplay: a lexical approach.
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments, 2010

Measuring Flow Experience of Computer Game Players.
Proceedings of the Sustainable IT Collaboration Around the Globe. 16th Americas Conference on Information Systems, 2010

2009
Characterizing and understanding game reviews.
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009

Workshop: Ethics in Videogames [Extended Abstracts].
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Ethically Notable Videogames: Moral Dilemmas and Gameplay.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

You Played That? Game Studies Meets Game Criticism.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Challenges for success in stereo gaming: a Virtual Boy case study.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2009

2008
Novices, Gamers, and Scholars: Exploring the Challenges of Teaching About Games.
Game Stud., 2008

Rounds, Levels, and Waves: The Early Evolution of Gameplay Segmentation.
Games Cult., 2008

The game ontology project: supporting learning while contributing authentically to game studies.
Proceedings of the Cre8ing a learning world: Proceedings of the 8th International Conference for the Learning Sciences, 2008

A framework for games literacy and understanding games.
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008

2007
GameLog: fostering reflective gameplaying for learning.
Proceedings of the 2007 ACM SIGGRAPH Symposium on Video Games, Sandbox 2007, 2007

Temporal Frames: A Unifying Framework for the Analysis of Game Temporality.
Proceedings of the 2007 DiGRA International Conference: Situated Play, 2007

2005
Towards an Ontological Language for Game Analysis.
Proceedings of the Digital Games Research Conference 2005, 2005

Evolution Of Space Configuration In Videogames.
Proceedings of the Digital Games Research Conference 2005, 2005

2002
Maintenance-Oriented Design and Development: A Case Study.
IEEE Softw., 2002

2000
A Model to Support the Design of Multiplayer Games.
Presence Teleoperators Virtual Environ., 2000


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