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Dr Daniel Gardner's Outputs (8)

From pixels to perspectives: exploring perceptions of representation in character design. (2025)
Presentation / Conference Contribution
TANG, N.L., MOON, E.E., GARRIDO INIGUEZ, J.D.J., RAMIREZ, D.R.M. and GARDNER, D.L. 2025. From pixels to perspectives: exploring perceptions of representation in character design. Information research [online], 30(iCONF 2025): proceedings of the 20th International conference 2025 (iConf 2025): living in an AI-gorithmic world, 18-22 March 2025, Bloomington, ID, USA, pages 1180-1201. Available from: https://doi.org/10.47989/ir30iConf46939

This study presents findings about perceptions of how women characters are introduced in a sample of six best-selling games. Our analysis adds to ongoing conversations about representation in games and media, encouraging both designers and researcher... Read More about From pixels to perspectives: exploring perceptions of representation in character design..

Overcoming the barriers to teaching teamwork to undergraduates in STEM. (2024)
Journal Article
GOLDSMITH, G.R., AIKEN, M.L., CAMARILLO-ABAD, H.M., DIKI, K., GARDNER, D.L., STIPČIĆ, M. and ESPELETA, J.F. 2024. Overcoming the barriers to teaching teamwork to undergraduates in STEM. CBE-life sciences education [online], 23(2), es2. Available from: https://doi.org/10.1187/cbe.23-07-0128

There is widespread recognition that undergraduate students in the life sciences must learn how to work in teams. However, instructors who wish to incorporate teamwork into their classrooms rarely have formal training in how to teach teamwork. This i... Read More about Overcoming the barriers to teaching teamwork to undergraduates in STEM..

Piecing together performance: collaborative, participatory research-through-design for better diversity in games. (2024)
Journal Article
GARDNER, D.L., BOYD, L. and GARDNER, R.T. 2024. Piecing together performance: collaborative, participatory research-through-design for better diversity in games. IEEE transactions on games [online], 16(3), pages 683-696. Available from: https://doi.org/10.1109/TG.2023.3349369

Digital games are a multi-billion-dollar industry whose production and consumption extend globally. Representation in games is an increasingly important topic. As those who create and consume the medium grow ever more diverse, it is essential that pl... Read More about Piecing together performance: collaborative, participatory research-through-design for better diversity in games..

The access control double bind: how everyday interfaces regulate access and privacy, enable surveillance, and enforce identity. (2023)
Journal Article
GARDNER, D.L. and TANENBAUM, T.J. 2024. The access control double bind: how everyday interfaces regulate access and privacy, enable surveillance, and enforce identity. Convergence [online], 30(3), pages 1186-1218. Available from: https://doi.org/10.1177/13548565231193706

Access controls are an inescapable and deceptively mundane requirement for accessing digital applications and platforms. These systems enable and enforce practices related to access, ownership, privacy, and surveillance. Companies use access controls... Read More about The access control double bind: how everyday interfaces regulate access and privacy, enable surveillance, and enforce identity..

First impressions: effects of representation on video game covers. (2023)
Presentation / Conference Contribution
GARDNER, D. and CORVITE, S. 2023. First impressions: effects of representation on video game covers. In Proceedings of the 2023 Digital Games Research Association (DiGRA 2023): limits and margins of games settings, 19-23 June 2023, Seville, Spain. Finland: DiGRA [online], article 1924. Available from: https://dl.digra.org/index.php/dl/article/view/1924

This study presents findings about perceptions and impacts of representation on video game covers. Our analysis contributes to a growing discourse on representation in games and media, to urge designers and researchers alike to consider how perceptio... Read More about First impressions: effects of representation on video game covers..

Having skin in the game: how players purchase representation in games. (2022)
Journal Article
REZA, A., CHU, S., NEDD, A. and GARDNER, D. 2022. Having skin in the game: how players purchase representation in games. Convergence [online], 28(6), pages 1621-1642. Available from: https://doi.org/10.1177/13548565221099713

Microtransactions are a relatively new feature of video game software involving the purchase of in-game items, often using real money. Players may use these transactions to purchase in-game advantages, or cosmetic features such as 'skins', which chan... Read More about Having skin in the game: how players purchase representation in games..

Prosthetic metaphors, rejection, and representation in games. (2022)
Presentation / Conference Contribution
GARDNER, D. and HACKER, K. 2022. Prosthetic metaphors, rejection, and representation in games. In Abstract proceedings of the 2022 Digital Games Research Association annual meeting (DiGRA 2022): bringing worlds together, 7-11 July 2022, Kraków, Poland. Finland: DiGRA [online], article 1418. Available from: https://dl.digra.org/index.php/dl/article/view/1418/1418

The prosthetic metaphor is a familiar lens for examining how people may enact their own—or other—identities in games and virtual spaces (eg, Nakamura 1995, Nguyen 2009, Klevjer 2012, and Purnomo et al. 2019). Influenced by science-fiction and cyborg... Read More about Prosthetic metaphors, rejection, and representation in games..

At the Edge: Periludic Elements in Game Studies (2021)
Journal Article
GARDNER, D.L. and TANENBAUM, T.J. 2021. At the edge: periludic elements in game studies. Game studies [online], 21(4). Available from: https://gamestudies.org/2104/articles/gardner_tanenbaum

While much of the scholarship around games focuses on either communities of play, or the content of the games and gameplay themselves, comparatively little attention has been paid to the infrastructures that players must negotiate to gain access to t... Read More about At the Edge: Periludic Elements in Game Studies.