Suzanne de Castell

According to our database1, Suzanne de Castell authored at least 22 papers between 1999 and 2019.

Collaborative distances:
  • Dijkstra number2 of six.
  • Erdős number3 of five.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2019
Addressing bullying through critical making.
Br. J. Educ. Technol., 2019

2018
"The Entrepreneurial Gamer": Regendering the Order of Play.
Games Cult., 2018

2017
Learning Links: A study of narrative learning through games with The Legend of Zelda: Windwaker.
Proceedings of the 50th Hawaii International Conference on System Sciences, 2017

2016
Digital Detritus: What Can We Learn From Abandoned Massively Multiplayer Online Game Avatars?
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

2015
Alienated Playbour: Relations of Production in EVE Online.
Games Cult., 2015

2014
Public Displays of Play: Studying Online Games in Physical Settings.
J. Comput. Mediat. Commun., 2014

2012
Theoretical and methodological challenges (and opportunities) in virtual worlds research.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

What's 'choice' got to do with it?: avatar selection differences between novice and expert players of World of Warcraft and Rift.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

Knowing, not doing: modalities of gameplay expertise in world of warcraft addons.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
Modeling play: re-casting expertise in MMOGs.
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games, 2011

2010
Epidemic: e-learning goes viral.
Proceedings of the International Academic Conference on the Future of Game Design and Technology, Vancouver, BC, Canada, May 06, 2010

2009
Cheerleaders/booth babes/ <i>Halo</i> hoes: pro-gaming, gender and jobs for the boys.
Digit. Creativity, 2009

The Gigue Is Up: High Culture Gets Game.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

From Simulation to Imitation: New Controllers, New Forms of Play.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

2008
Baroque Baroque revolution: high culture gets game.
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008

2007
Girls playing games: rethinking stereotypes.
Proceedings of the 2007 conference on Future Play, Toronto, ON, Canada, November 15, 2007

Gender in Play: Mapping a Girls' Gaming Club.
Proceedings of the 2007 DiGRA International Conference: Situated Play, 2007

Girls and Gaming: Gender Research, "Progress" and the Death of Interpretation.
Proceedings of the 2007 DiGRA International Conference: Situated Play, 2007

Digital Games for Education: When Meanings Play.
Proceedings of the 2007 DiGRA International Conference: Situated Play, 2007

2005
Her Own Boss: Gender and the Pursuit of Incompetent Play.
Proceedings of the Digital Games Research Conference 2005, 2005

2002
Object Lessons: Towards an Educational Theory of Technology.
First Monday, 2002

1999
In-Service On-Line: 'Computers for Lunch!'
Proceedings of WebNet 99, 1999


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