[Chinese DiGRA 2015] Chen Ziyun on Technique, Strategy, Simulation, Culture – An Attempt to Construct a Game Classification System

Chen Ziyun, Popsoft After development of half a century, video games became a highly complex interactive entertainment product, where the traditional classification such as AVG, RPG, RTS, was confronted by the mixed-type games and became insufficient. Recently, with the smartphone popularization and new gamers’ explosion, the old classification system lost its explanatory ability and failed […]



[Chinese DiGRA 2015] Hanna Wirman on the second screen and play multitasking: Mapping out fragmented/ continuous gameplay

Hanna Wirman, Hong Kong Polytechic University, School of Design ‘Second screen’ entertainment model – the use of a mobile device while watching television – makes games ever more pervasive in our daily lives. Such use also steadily expands beyond TV+mobile model to other two or multiple screens use situations. Meanwhile, the typical mechanics of ‘freemium’ […]


[Chinese DiGRA 2015] He Siheng on the Potential Usage of Signal Processing Theories into Game Studies and Gamification Practices—A Case Study on Khan Institute

He Siheng, School of Information and Electronics, Beijing Institute of Technology The term “Gamification” emerged since 2002 and was widely studied after 2010s. Though a popular area of researches and practices, Gamification problems like the overuse of gamer’s classification theory, non-standardized design of gamified systems, and lacking mature protocols to assess system effectiveness, remained untackled. […]


[Chinese DiGRA 2015] Fu, Wenhui and Nam, Youngho on the Internationalization Strategies of Chinese Online Game Industry

Fu, Wenhui; Nam, Youngho, Center of Innovation in Supply Chain and Service For more than a decade, Chinese online game industry has developed and at present they attempt to catch bigger markets abroad, and to copy Chinese success experiences in other countries. In this context Chinese online game companies enter overseas markets with various purposes […]


[Chinese DiGRA 2015] Bjarke Liboriussen and Paul Martin on The Disruptive Potential of Regional Game Studies

Bjarke Liboriussen, Paul Martin, University of Nottingham Ningbo China Based on our participation in setting up the Chinese DIGRA network, this paper examines the concept of the regional and the potential of regional game studies to disrupt established ways of thinking and doing game studies. We first identify contemporary game studies as an interdisciplinary—as opposed […]


[Chinese DiGRA 2015] Deng Jian on the The Decline of Mainland Chinese Singe-Player Game(early 1980s-2000)

Deng Jian, Shanghai University This paper will discuss the development of Chinese Single-Player game from early 1980s (in which, Chinese factory produced the first console) to 2000 (in which, the game ban was issued). As all we known, under the circumstance of Reform and Opening-up, early Chinese singe-player game was introduced from Japan, and its […]


[Chinese DiGRA 2015] Felania Liu on the Trends and Tendencies of Researches on Games and Gamification Practices in Mainland China from 1980-2014

Felania Liu, Tsinghua University Game Studies, as a booming research area of interest, attracted a growing number of scholarly attentions for the past 20 years. However, researches and practices of video game and game related issues in China, especially in mainland China, seems to stay out of the trends and sights of the international academia […]


[Chinese DiGRA 2015] Ming Zongfeng On the Attributive Analysis of Games

Ming Zongfeng, School of Journalism and Communication, SUCT This paper mainly determines a clear definition from different perspectives, and then analyzes each attribute of games.Firstly, it will state the games’ value for amusement from the attribute of entertainment, explain the games’ feature of media-based from the attribute of transmission, and summarize the essential character of […]