Game Studies Division
Interest Group Awards
Listed here are awards given by the Interest Group to its members. Interests Groups are smaller communities within NCA's large membership that provide a range of resources including networking opportunities, Annual Convention programming, leadership opportunities, awards, and specialized information dissemination channels, among others.
Read more about this Interest Group.
Top Student Paper Award
Year | Award Winner |
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2023 | Top Overall: Robert Tabackman, "In you, all things are possible:" Considering the Affect of Reproductive Slavery and Drone Anxiety within Horizon: Zero Dawn |
David Dockery, "Semiotic Placemaking in Game Design: A Synthesis of De Certeau and Barthes" | |
Menglu Lyu, "Overtaking on the Curve? A Political-Economic History of China’s Mobile Game Industry" | |
Max Dosser, "Gamers Against ‘Lesbo-Alien Sex’: Reactionary Fans’ Mobilization of Shame against BioWare's Mass Effect Series" | |
2021 | Duy Pham, “Investigating the Role Video Game Player's Supportive Communication Plays in Moderating the Effects of Toxicity in Online Gaming ” |
2016 | Charles Ecenbarger, “Too Much, Too Soon: A Critical Case Study of Virtuality’s CS1000” |
2016 | Elizabeth M. Bendix Harper, “An Examination of Impression Management Through Avatars and Usernames in Online Video Games” |
2016 | Jonathan Carter, “Gaming the Multitude: The Attention Economics of Crowdsourcing Games” |
Top Open Paper Award
Year | Award Winner |
---|---|
2023 | Joe Lasley & Antonio Ruiz-Ezquerro, "Master Matters: Introducing the D8 Model of Facilitation, Psychological Safety, and Creativity in Dungeons & Dragons Groups" |
Sarah Katherine Lingo, "Memorial Chatbot, Ouija Board: Playful Remembrance through the Black-Box" | |
Ke M. Huang-Isherwood, Yiqi Li, Eugene Jang, Alexander Bisberg, & Donggyu Kim, "Future Time Perspective and In-Game Social Capital in Three Cultures" | |
Sky LaRell Anderson, "Video Game Accessibility Defined through Advocacy: How the Websites AbleGamers.org and CanIPlayThat.com Use the Word Accessibility" | |
2021 | Emory Daniel, Stephanie Orme, & Arienne Ferchaud, "Not Your Therapist: Streamers and Content Creators Perception of Parasocial Relationships and Therapeutic Inquiries on Stream" |
2021 | Nicholas Bowman, Daniel Bowen, Melissa Mercado, Lindsey Resignato, & Philippe Chauveau, "'I Did it Without Hesitation. Am I the Bad Guy?' Online Conversations in Response to Controversial In-Game Violence" |
2021 | Nicholas Bowman, Koji Yoshimura, C. Shawn Green, Hanna Klecka, & Zeyu Li, "One of These Things is Just Like the Others: An Application of Machine Learning to Understand Retro and Modern Video Game Genres" |
2021 | Yansheng Liu, "Why Do People Conduct Toxic Behaviors in Online Games? A Theory-based Explanation" |
2019 | Sky LaRell |
2019 | Karen Schrier |
2019 | Logan Sean Spence |
2019 | Logan Blizzard |
2019 | Nicholas David Bowman, Jaime Banks, & Christine E. Rittenour |
2018 | Sky Anderson, & Mark Johnson, "Toward a Theory of Cultivation Play: Work, Character, Progression, and Video Games as Autonomy, Engagement, and Paxis" |
2018 | Jamie Banks, & Joe Wasserman, "The Big Screen Treatment: Gratifications Sought in Game-to-film Transmedia Consumption" |
2018 | Joe Wasserman, Jamie Banks, & Julia Weiss, "Motivations for Playing Boardgames" |
2018 | Will Partin, "8-bit nostalgia:procedural rhetoric and public memory at the barcade" |
2016 | Jaime Banks, Nicholas David Bowman, and Joe Wasserman, “A Bard in the Hand: The Role of Materiality in Player-Character Relationships” |
2016 | Randy Sabourin and Rukhsana Ahmed, “Empathizing with the Criminally Insane: Establishing Good Practices for Patient-Provider Communication at Arkham Asylum” |
2016 | Qihao Ji, Daniel Possler, and Wen Zhao, “Just Like Watching Sports: Motivations for Watching Video Game Streaming” |