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Eladhari, Mirjam PalosaariORCID iD iconorcid.org/0000-0002-1444-5997
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Publikasjoner (10 av 35) Visa alla publikasjoner
Eriksson Hededal, G., Lejdestad Sporre, O., Koenitz, H. & Eladhari, M. P. (2026). Evaluating Retellings as a Design Goal for a Fighting Game. In: Reyes, M.C.; Nack, F. (Ed.), Interactive Storytelling: 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025, Proceedings, Part II. Paper presented at ICIDS 2025, Saint Julian, Malta, December 1–5, 2025. (pp. 375-384). Cham: Springer
Åpne denne publikasjonen i ny fane eller vindu >>Evaluating Retellings as a Design Goal for a Fighting Game
2026 (engelsk)Inngår i: Interactive Storytelling: 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025, Proceedings, Part II / [ed] Reyes, M.C.; Nack, F., Cham: Springer, 2026, s. 375-384Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

This paper investigates what we can learn about a game’s design by analyzing retellings applying Eladhari’s framework [4]. Mystics Ablaze, a fighting game, is evaluated in its capacity of instigating retellings using a novel method including qualitative interviews for data collection and deductive thematic analysis. The results of the analysis show that the participants were engaged with the narrative layer of the game, both through retellings and other kinds of interpretations. The novel methodology is promising in its ability to evaluate retellings.

sted, utgiver, år, opplag, sider
Cham: Springer, 2026
Serie
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 16375
Emneord
Fighting games, IDN design, Retellings, Retellings analysis method, Retellings for design evaluation, Video game development case study, Design, Interactive computer graphics, Analysis method, Case-studies, Design evaluation, Development case, Fighting game, Retelling, Retelling analyze method, Retelling for design evaluation, Video game development, Game design
HSV kategori
Identifikatorer
urn:nbn:se:sh:diva-58805 (URN)10.1007/978-3-032-12405-0_22 (DOI)2-s2.0-105024532284 (Scopus ID)978-3-032-12404-3 (ISBN)978-3-032-12405-0 (ISBN)
Konferanse
ICIDS 2025, Saint Julian, Malta, December 1–5, 2025.
Tilgjengelig fra: 2026-01-12 Laget: 2026-01-12 Sist oppdatert: 2026-01-12bibliografisk kontrollert
Koenitz, H., Barbara, J., Eladhari, M. P., Attaway, L. H., Anwar, P., Filipovic, Z., . . . Shaheen, A. (2026). Neolithic Experiences: Approaching a Complex Topic Through IDNs Using GenAI. In: Reyes, M.C.; Nack, F. (Ed.), Interactive Storytelling: 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025, Proceedings, Part I. Paper presented at ICIDS 2025, Saint Julian, Malta, December 1–5, 2025. (pp. 420-433). Cham: Springer
Åpne denne publikasjonen i ny fane eller vindu >>Neolithic Experiences: Approaching a Complex Topic Through IDNs Using GenAI
Vise andre…
2026 (engelsk)Inngår i: Interactive Storytelling: 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025, Proceedings, Part I / [ed] Reyes, M.C.; Nack, F., Cham: Springer, 2026, s. 420-433Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

How can generative AI (GenAI) be integrated in educational practices? This paper describes an approach combining problem-based learning with the creation of Interactive Digital Narratives (IDNs) using GenAI, applied during a training school for which the concrete task was to represent Malta’s complex Neolithic history. After introducing the topic, the concept of IDN, and GenAI tools, the educational journey continued by interweaving contextual information such as site visits with iterative design steps facilitating trainees to create their own IDN projects. This approach was applied during a five-day course, resulting in four IDNs incorporating the specific perspectives of the respective teams. The paper describes the pedagogical approach as well as the different ways the trainee teams found to address the limitations and challenges of current GenAI tools.

sted, utgiver, år, opplag, sider
Cham: Springer, 2026
Serie
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 16374
Emneord
Complexity representations, Cultural heritage, Generative AI, IDN design, Interactive Digital Narrative, Pedagogy, Vibe coding, Artificial intelligence, Curricula, Teaching, Complexity representation, Cultural heritages, Interactive digital narrative design, Interactive digital narratives, Narrative designs, Problem based learning, Personnel training
HSV kategori
Identifikatorer
urn:nbn:se:sh:diva-58809 (URN)10.1007/978-3-032-12408-1_26 (DOI)2-s2.0-105023832285 (Scopus ID)978-3-032-12407-4 (ISBN)978-3-032-12408-1 (ISBN)
Konferanse
ICIDS 2025, Saint Julian, Malta, December 1–5, 2025.
Tilgjengelig fra: 2026-01-12 Laget: 2026-01-12 Sist oppdatert: 2026-01-12bibliografisk kontrollert
Koenitz, H., Barbara, J. & Eladhari, M. P. (2026). The GenAI4IDN Benchmark 2.0 - AI-Assisted Assessment of Generative AI Tools for the Design of Interactive Digital Narratives. In: Reyes, M.C.; Nack, F. (Ed.), Interactive Storytelling: 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025, Proceedings, Part I. Paper presented at ICIDS 2025, Saint Julian, Malta, December 1–5, 2025. (pp. 254-279). Cham: Springer
Åpne denne publikasjonen i ny fane eller vindu >>The GenAI4IDN Benchmark 2.0 - AI-Assisted Assessment of Generative AI Tools for the Design of Interactive Digital Narratives
2026 (engelsk)Inngår i: Interactive Storytelling: 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025, Proceedings, Part I / [ed] Reyes, M.C.; Nack, F., Cham: Springer, 2026, s. 254-279Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Where do generative AI (GenAI) tools stand in 2025 when it comes to the design of Interactive Digital Narratives (IDNs)? In 2024, we introduced a first effort in benchmarking GenAI tools for IDN design [14]. This paper updates the findings for the current generation of previously evaluated tools (ChatGPT, Claude, Gemini, Copilot), and also adds several open source entries such as DeepSeek, Llama, Mistral, and Qwen. We introduce two key additions to the GenAI4IDN benchmarking framework: methods to benchmark iterative prompting and the effects of contextualized prompting. Furthermore, we introduce and apply a method for AI-assisted evaluation, facilitating rapid evaluation of large amounts of IDN design artifacts with a level of quality similar to human raters.

sted, utgiver, år, opplag, sider
Cham: Springer, 2026
Serie
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 16374
Emneord
AI-assisted evaluation, contextualized prompting, GenAI tools, IDN benchmarking, interactive digital narrative design, interactive storytelling theory and design, iterative prompting, method, Benchmarking, Design, Human computer interaction, Generative AI tool, Interactive digital narrative benchmarking, Interactive digital narratives, Interactive storytelling, Narrative designs, Theory and designs, Iterative methods
HSV kategori
Identifikatorer
urn:nbn:se:sh:diva-58808 (URN)10.1007/978-3-032-12408-1_14 (DOI)2-s2.0-105023835721 (Scopus ID)978-3-032-12407-4 (ISBN)978-3-032-12408-1 (ISBN)
Konferanse
ICIDS 2025, Saint Julian, Malta, December 1–5, 2025.
Tilgjengelig fra: 2026-01-12 Laget: 2026-01-12 Sist oppdatert: 2026-01-12bibliografisk kontrollert
Eladhari, M. P. & Koenitz, H. (2023). Mind Stories: A Story Making Game - From Narrative Therapy to Interactive Narrative Therapy. In: Lissa Holloway-Attaway & John Murray (Ed.), 16th International Conference on Interactive Digital Storytelling: . Paper presented at 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023. (pp. 155-167). Cham: Springer Nature, 14384
Åpne denne publikasjonen i ny fane eller vindu >>Mind Stories: A Story Making Game - From Narrative Therapy to Interactive Narrative Therapy
2023 (engelsk)Inngår i: 16th International Conference on Interactive Digital Storytelling / [ed] Lissa Holloway-Attaway & John Murray, Cham: Springer Nature, 2023, Vol. 14384, s. 155-167Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Narrative has been central to psychoanalysis from its inception. What has been explored less is the relationship between psychotherapy and interactive narrative. In particular, narrative therapy is a wellestablished practice in psychotherapy which shares central concerns with interactive narrative research and practice. In this paper, we explore the foundational role of narrative in psychotherapy and consider its interactive aspect. Then, we identify the overlap between interactive narratives and narrative therapy, and identify interactive narrative works which use this potential for therapeutic purposes. We also describe a concrete implementation, the board game Mind Stories, and introduce the concept of interactive narrative therapy.

sted, utgiver, år, opplag, sider
Cham: Springer Nature, 2023
Serie
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 14383
Emneord
psychotherapy, narrative therapy, interactive narrative therapy, Mind Stories, story games, board games
HSV kategori
Identifikatorer
urn:nbn:se:sh:diva-52754 (URN)10.1007/978-3-031-47658-7_14 (DOI)2-s2.0-85177450916 (Scopus ID)
Konferanse
16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023.
Tilgjengelig fra: 2023-11-21 Laget: 2023-11-21 Sist oppdatert: 2025-10-07bibliografisk kontrollert
Koenitz, H. & Eladhari, M. P. (2023). When Has Theory Ever Failed Us?: Identifying Issues with the Application of Theory in Interactive Digital Narrative Analysis and Design. In: Lissa Holloway-Attaway; John Murray (Ed.), 16th International Conference on Interactive Digital Storytelling: . Paper presented at 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023. (pp. 21-37). Cham: Springer Nature, 14383
Åpne denne publikasjonen i ny fane eller vindu >>When Has Theory Ever Failed Us?: Identifying Issues with the Application of Theory in Interactive Digital Narrative Analysis and Design
2023 (engelsk)Inngår i: 16th International Conference on Interactive Digital Storytelling / [ed] Lissa Holloway-Attaway; John Murray, Cham: Springer Nature, 2023, Vol. 14383, s. 21-37Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

In this paper, we discuss how theories can fail us in analysis and design of interactive digital narrative (IDN) works. We demonstrate a range of theoretical failures using the milestone IDN work Façade. To this end, we demonstrate the effect of different theoretical lenses, treating Façade as an interactive drama, as a game, as a work of hypertext fiction, and as general IDN work. We identify different types of theory failures with regards to analysis, creation and audience reception: miscatogorization, blind transfer, bogus theory, semantic creep, analytical blur, out of date, lack of problematization, fallacy of universality, analysis-productive mistakes, inappropriate conventions, out of context, over-pragmatization, and setting the wrong expectations for audiences. Finally we propose a way to prevent theoretical failures and call for more work in this respective area.

sted, utgiver, år, opplag, sider
Cham: Springer Nature, 2023
Serie
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 14383
Emneord
interactive digital narrative theory, interactive digital narrative design, interactive digital narrative authoring, interactive storytelling theory and design, theoretical failures, application areas of theory
HSV kategori
Identifikatorer
urn:nbn:se:sh:diva-52751 (URN)10.1007/978-3-031-47655-6_2 (DOI)2-s2.0-85177435666 (Scopus ID)
Konferanse
16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023.
Tilgjengelig fra: 2023-11-21 Laget: 2023-11-21 Sist oppdatert: 2025-10-07bibliografisk kontrollert
Koenitz, H. & Eladhari, M. P. (2022). Approaches Towards Novel Phenomena: a Reflection on Issues in IDN Research, Teaching and Practice. In: Mirjam Vosmeer; Lissa Holloway-Attaway (Ed.), Interactive Storytelling: 15th International Conference on Interactive Digital Storytelling, ICIDS 2022, Santa Cruz, CA, USA, December 4–7, 2022, Proceedings. Paper presented at 15th International Conference on Interactive Digital Storytelling, ICIDS 2022, Santa Cruz, CA, USA, December 4–7, 2022. (pp. 441-454). Cham: Springer
Åpne denne publikasjonen i ny fane eller vindu >>Approaches Towards Novel Phenomena: a Reflection on Issues in IDN Research, Teaching and Practice
2022 (engelsk)Inngår i: Interactive Storytelling: 15th International Conference on Interactive Digital Storytelling, ICIDS 2022, Santa Cruz, CA, USA, December 4–7, 2022, Proceedings / [ed] Mirjam Vosmeer; Lissa Holloway-Attaway, Cham: Springer, 2022, s. 441-454Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

What happens when scholars approach novel phenomena such as Interactive Digital Narrative (IDN)? How can we be certain that theoretical frameworks, analytical approaches, and vocabulary are adequate,which means that they are able to fully describe the specific characteristics of the novel phenomena? The same goes for approaches in the practice - how can we be sure that the chosen design methods enable the use of the full expressive potential of a novel phenomena? Furthermore, we ask how we can critique and improve categories and approaches? We reflect on how theory and analytical approaches have been produced so far, identify issues with the current practice, consider alternatives and propose a number of measures to improve the situation. Amongst them are increased efforts on the meta-level in terms of theoretical development and reflective works which concern themselves with the further development of the field, iterative approaches towards theory and method, a more critical approach in education, multi-method analysis, and dynamic representations.

sted, utgiver, år, opplag, sider
Cham: Springer, 2022
Serie
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 13762
Emneord
Analytical approaches, Analytical blur, IDN Design, IDN studies, Multi method analysis, Novel phenomena, Semantic creep, Design, Iterative methods, Analytical approach, Interactive digital narrative design, Interactive digital narrative study, Interactive digital narratives, Method analysis, Multi method analyse, Multi methods, Narrative designs, Novel phenomenon, Semantics
HSV kategori
Identifikatorer
urn:nbn:se:sh:diva-50579 (URN)10.1007/978-3-031-22298-6_28 (DOI)2-s2.0-85144313876 (Scopus ID)978-3-031-22297-9 (ISBN)978-3-031-22298-6 (ISBN)
Konferanse
15th International Conference on Interactive Digital Storytelling, ICIDS 2022, Santa Cruz, CA, USA, December 4–7, 2022.
Tilgjengelig fra: 2023-01-10 Laget: 2023-01-10 Sist oppdatert: 2025-10-07bibliografisk kontrollert
Koenitz, H., Barbara, J. & Eladhari, M. P. (2021). Interactive Digital Narratives (IDN) as Representations of Complexity: Lineage, Opportunities and Future Work. In: Alex Mitchell; Mirjam Vosmeer (Ed.), Interactive Storytelling: 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, Tallinn, Estonia, December 7–10, 2021, Proceedings. Paper presented at 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, Tallinn, Estonia, December 7–10, 2021. (pp. 488-498). Cham: Springer
Åpne denne publikasjonen i ny fane eller vindu >>Interactive Digital Narratives (IDN) as Representations of Complexity: Lineage, Opportunities and Future Work
2021 (engelsk)Inngår i: Interactive Storytelling: 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, Tallinn, Estonia, December 7–10, 2021, Proceedings / [ed] Alex Mitchell; Mirjam Vosmeer, Cham: Springer, 2021, s. 488-498Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

In this overview paper, we consider interactive digital narratives (IDN) as a means to represent and enable understanding of complex topics both at the public level (e.g. global warming, the COVID-19 pandemic, migration, or e-mobility) and at the personal level (trauma and other mental health issues, interpersonal relationships). We discuss scholarly approaches to complexity, limitations of traditional media to represent complex issues, and describe the potential of IDN in this regard and what aspects need further work in research and beyond, which serve as the starting point for the EU COST action INDCOR.

sted, utgiver, år, opplag, sider
Cham: Springer, 2021
Serie
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 13138
Emneord
Business models, Education, Evaluation, IDN design, Interactive Digital Narratives (IDN), Journalism, Representation of complexity, SPP model, E-learning, Human computer interaction, Interactive digital narrative, Interactive digital narrative design, Interactive digital narratives, Narrative designs, Global warming
HSV kategori
Identifikatorer
urn:nbn:se:sh:diva-47994 (URN)10.1007/978-3-030-92300-6_49 (DOI)2-s2.0-85121902032 (Scopus ID)978-3-030-92299-3 (ISBN)978-3-030-92300-6 (ISBN)
Konferanse
14th International Conference on Interactive Digital Storytelling, ICIDS 2021, Tallinn, Estonia, December 7–10, 2021.
Tilgjengelig fra: 2022-01-10 Laget: 2022-01-10 Sist oppdatert: 2025-10-07bibliografisk kontrollert
Guzdial, M., Acharya, D., Kreminski, M., Cook, M., Eladhari, M. P., Liapis, A. & Sullivan, A. (2020). Tabletop Roleplaying Games as Procedural Content Generators. In: Yannakakis G.N.,Liapis A.,Penny K.,Volz V.,Khosmood F.,Lopes P. (Ed.), FDG '20: International Conference on the Foundations of Digital Games: . Paper presented at 15th International Conference on the Foundations of Digital Games, FDG 2020; Bugibba; Malta, September 15-18, 2020. New York: Association for Computing Machinery (ACM), Article ID 103.
Åpne denne publikasjonen i ny fane eller vindu >>Tabletop Roleplaying Games as Procedural Content Generators
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2020 (engelsk)Inngår i: FDG '20: International Conference on the Foundations of Digital Games / [ed] Yannakakis G.N.,Liapis A.,Penny K.,Volz V.,Khosmood F.,Lopes P., New York: Association for Computing Machinery (ACM), 2020, artikkel-id 103Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design can usefully be viewed as procedural content generator design. We present several case studies linking key concepts from PCG research-including possibility spaces, expressive range analysis, and generative pipelines-to key concepts in TTRPG design. We then discuss the implications of these relationships and suggest directions for future work uniting research in TTRPGs and PCG.

sted, utgiver, år, opplag, sider
New York: Association for Computing Machinery (ACM), 2020
Serie
ACM International Conference Proceeding Series
Emneord
games, generative methods, procedural content generation, roleplaying games, storytelling, Computer applications, Computer programming, Case-studies, Generator design, Range analysis, Role-playing game, Computer games
HSV kategori
Identifikatorer
urn:nbn:se:sh:diva-42114 (URN)10.1145/3402942.3409605 (DOI)2-s2.0-85092321878 (Scopus ID)9781450388078 (ISBN)
Konferanse
15th International Conference on the Foundations of Digital Games, FDG 2020; Bugibba; Malta, September 15-18, 2020
Tilgjengelig fra: 2020-10-21 Laget: 2020-10-21 Sist oppdatert: 2025-10-07bibliografisk kontrollert
Koenitz, H. & Eladhari, M. P. (2019). Challenges of IDN Research and Teaching. In: Cardona-Rivera R., Sullivan A., Young R. (Ed.), Interactive Storytelling: 12th International Conference on Interactive Digital Storytelling, ICIDS 2019, Little Cottonwood Canyon, UT, USA, November 19–22, 2019, Proceedings. Paper presented at International Conference on Interactive Digital Storytelling ICIDS 2019, Little Cottonwood Canyon, November 19-22, 2019. (pp. 26-39). Cham: Springer
Åpne denne publikasjonen i ny fane eller vindu >>Challenges of IDN Research and Teaching
2019 (engelsk)Inngår i: Interactive Storytelling: 12th International Conference on Interactive Digital Storytelling, ICIDS 2019, Little Cottonwood Canyon, UT, USA, November 19–22, 2019, Proceedings / [ed] Cardona-Rivera R., Sullivan A., Young R., Cham: Springer, 2019, s. 26-39Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

In this paper, we react to developments that frame research in interactive digital narrative (IDN) as a field of study and potential future academic discipline. We take stock of the current situation, identify issues with perception and point out achievements. On that basis we identify five critical challenges, areas in need of attention in order to move the research field forward. In particular we discuss the dependency on legacy analytical frameworks (Groundhog Day), the lack of a shared vocabulary (Babylonian Confusion), the missing institutional memory of the field (Amnesia), the absence of established benchmarks (No Yardstick) and the overproduction of uncoordinated and quickly abandoned tools (Sisyphus). For each challenge area, we propose ways to address these challenges and enable increased collaboration in the field. Our paper has the aim to both provide orientation for newcomers to the field of IDN and to offer a basis for a discussion of future shared work.

sted, utgiver, år, opplag, sider
Cham: Springer, 2019
Serie
Lecture Notes in Computer Science, ISSN 0302-9743 ; 11869
HSV kategori
Identifikatorer
urn:nbn:se:sh:diva-39869 (URN)10.1007/978-3-030-33894-7_4 (DOI)2-s2.0-85077710200 (Scopus ID)978-3-030-33893-0 (ISBN)978-3-030-33894-7 (ISBN)
Konferanse
International Conference on Interactive Digital Storytelling ICIDS 2019, Little Cottonwood Canyon, November 19-22, 2019.
Tilgjengelig fra: 2020-01-14 Laget: 2020-01-14 Sist oppdatert: 2025-10-07bibliografisk kontrollert
Lankoski, P. & Eladhari, M. P. (2019). Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme. In: Paper presented at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop(TGPA:DiGRA2019): . Paper presented at DiGRA 2019 Pre-Conference Workshop(TGPA:DiGRA2019).
Åpne denne publikasjonen i ny fane eller vindu >>Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme
2019 (engelsk)Inngår i: Paper presented at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop(TGPA:DiGRA2019), 2019Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

This paper presents a case study of a Bachelor level game research methods course (15 ECTS). The course covers observations, interviews, and introduction to statistical analysis. The course set-up follows \textit{constructive alignment} design where the aim is that the learning goals, learning tasks, and evaluation are aligned. During the course, students first learn research design and later design their research based on a set of examples and conduct data gathering and analysis. The evaluation of the pedagogical approach used is based on students' learning diaries where the focus is the methods and applying methods. Qualitative evaluation indicates that students can better describe their research designs and analyses.

Emneord
pedagogy, constructive alignment, research methods, game design research
HSV kategori
Forskningsprogram
Utbildningsvetenskapliga studier
Identifikatorer
urn:nbn:se:sh:diva-39062 (URN)
Konferanse
DiGRA 2019 Pre-Conference Workshop(TGPA:DiGRA2019)
Tilgjengelig fra: 2019-09-26 Laget: 2019-09-26 Sist oppdatert: 2025-10-07bibliografisk kontrollert
Organisasjoner
Identifikatorer
ORCID-id: ORCID iD iconorcid.org/0000-0002-1444-5997