Blogs
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The following are blogs to which I contribute on a regular or irregular basis:

Virtual Cultures, covering the sociology, design and community management aspects of massively multiplayer games and virtual worlds (with Ron Meiners)

Ludica Blog , exploring games and gender (with Ludica)

(f)e-mail from abroad, my travel blog which I rarely have time to post to because I’m traveling so much. Most recent post is from my trip to Japan in September.


Article on Ludica Work/Games and Gender in Game Daily
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Game Daily published an article I wrote about the work Ludica presented at Girls Just Wanna Have Fun/Game Daily.


Georgia Institute of Technology (2006-present)
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Experimental Game Lab
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Emergent Game Group
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Baby Boomer Gamers
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While much research has been done about the gaming activities of children, very little has focused on that of adults. Baby Boomers, and particularly Baby Boomer women, have been identified by several reports as the fastest-growing gamer population. My interest in this area arose out of my work with the Uru Diaspora, the majority of whom fell into this demographic. In the summer of 2006, I conducted a mixed-methods study of Baby Boomer Gamers. Over 300 American, European and Australian players participated in quantitative and qualitative research about the gameplay preferences and habits of players born during the Baby Boom years. The full report, “The Truth About Baby Boomer Gamers,” will be published in Games & Culture in the first half of 2008. For a preview copy, send e-mail to .


Communities of Play: The Uru Diaspora
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Papers & Book Chapters
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Pearce, C. (2010). Chapter 4: “The Diasporic Game Community: Trans-Ludic Communities and Latitudinal Research Across Multiple Games and Virtual Worlds.” In Online Worlds, Convergence of the Real and the Virtual (Bainbridge, W.S., Ed.). London: Springer-Verlig: 43-56.

Pearce, C. (2009). “Collaboration, Creativity and Learning in a Play Community: A Study of The University of There.” In Proceedings, Digital Games Research Association (DiGRA), 2009, September 1-4, 2009, London.

Magerko, B., Manzoul, W., Riedl, M., Baumer, A., Fuller, D., Luther, K., and Pearce, C. (2009). An Empirical Study of Cognition and Theatrical Improvisation. In the Proceedings of ACM Conference on Creativity and Cognition, Berkely, CA.(pdf)

Pearce, C. (2008). “Spatial Literacy: Reading (and Writing) Game Space.” In ProceedingsFuture and Reality of Gaming (FROG), October 17-19, Vienna, Austria.

Morie, J.F. & Pearce, C. (2008). “Uses of Digital Enchantment: Computer Games as the New Fairy Tales.” In Proceedings Future and Reality of Gaming (FROG), October 17-19, Vienna, Austria.

Pearce, C. and Artemesia. (2008). “Identity-as-Place: Trans-Ludic Identities in Mediated Play Communities—The Case of the Uru Diaspora.” In Proceedings Internet 9.0: Association of Internet Researchers (AOIR),, October 15-18, 2008, IT University, Copenhagen, Denmark.

Pearce, C. (2008). “The Truth About Baby Boomer Gamers.” Games & Culture, Vol 3, Issue 2.

Fron, J., Fullerton, T., Morie, J. & Pearce, C. (aka Ludica) (2008). “Getting Girls Into the Game: Towards a Virtuous Cycle.” In Beyond Barbie and Mortal Combat. Yasmin Kafai, Carrie Heeter, Jill Denner and Jen Sun (eds). Cambridge, Mass.: The MIT Press.

Pearce, C. (2007). “Narrative Environments from Disneyland to World of Warcraft.” In Space, Time, Play: Computer Games, Architecture and Urbanism: The Next Level. Friedrich von Borries, Steffan P. Walz, and Matteas Bottger (eds). Basel: Birkhauser.

Fron, J., Fullerton, T., Morie, J. & Pearce, C. (aka Ludica) (2007). “The Hegemony of Play.” In Situated Play: Proceedings of Digital Games Research Association 2007 Conference,Tokyo, Japan.

Fullerton, T., Morie, J. & Pearce, C. (aka Ludica) (2007). “A Game of One’s Own: Towards a New Gendered Poetics of Digital Space.” Digital Arts and Culture 2007, Perth, Australia.

Pearce, C., Ashmore, C. (2007). “Principles of Emergent Design in Online Games: Mermaids Phase 1 Prototype.” SIGGRAPH Sandbox, July 2007.

Fron, J., Fullerton, T., Morie, J. & Pearce, C. (aka Ludica) (2007). “Sustainable Play: Towards A New Games Movement for the Digital Age.” (Reprint) Games & Culture, Volume 2, Number 3, July 2007.

Fron, J., Fullerton, T., Morie, J. & Pearce, C. (aka Ludica) (2007). “Playing Dress-Up: Costume, roleplay and imagination.” Philosophy of Computer Games Online Proceedings, January 2007.

Pearce, C. (2006).
Seeing and Being Seen: Presence & Play in Online Games and Virtual Worlds
. Position Paper for Online, Offline & the Concept of Presence When Games and VR Collide. October 25-27, Institute for Creative Technologies, University of Southern California.

Pearce, C. (2006). “Communities of Play: The Social Construction of Identity in Persistent Online Game Worlds.” Second Person: Role-Playing and Story in Games and Playable Media. Noah Wardrip-Fruin and Pat Harrigan (eds) Cambridge, Mass.: The MIT Press.

Pearce, C. (2006). “Games as Art: The Aesthetics of Play.” in Fluxus and Legacy, special issue of Visible Language. Ken Friedman and Owen Smith, issue eds; Sharon Poggenpohl, series editor and publisher.

Pearce, C. (2006). “Productive Play: Game Culture from the Bottom Up.” Games & Culture. Volume 1 Issue 1, Winter 2006.

Fron, J., Fullerton, T., Morie, J. & Pearce, C. (aka Ludica) (2005). “Sustainable Play: Towards A New Games Movement for the Digital Age.” Digital Arts & Culture Conference Proceedings, Copenhagen, December 2005.

Pearce, C. (2005). “Theory Wars: An Argument Against Arguments in the so-called Ludology/Narratology Debate.” In Changing Views: Worlds in Play (Digital Games Research Association Conference 2005 Proceedings).

Pearce, C. (2005). “The Art of Worldbuilding: A Conversation with Raph Koster.” Game Studies Journal. Volume 5, Issue 1, May 2005.

Pearce, C. (2004). “Towards a Game Theory of Game.” In First Person: New Media as Story, Performance and Game. Wardrip-Fruin, N. & Harrigan, P. (eds). Cambridge, MIT Press.

Pearce, C. (2003). “Game Noir: A Conversation with Tim Shafer.” Game Studies Journal, Volume 3, Issue 3, May 2003.

Pearce, C. (2002). “Story as Play Space: Narrative in Games.” King, L. (ed.) Game On (Exhibition Catalog). London, Lawrence King Publishing Limited.

Pearce, C. (2002). “The Player with Many Faces: A Conversation with Louis Castle.” Game Studies Journal, Volume 2, Issue 2, December 2002.

Pearce, C. (2002). “Emergent Authorship: The Next Interactive Revolution.” Computers & Graphics, Winter 2002.

Pearce, C. (2002). “Sims, BattleBots, Cellular Automata, God and Go: A Conversation with Will Wright.” Game Studies Journal, Volume 2, Issue 1, July 2002.

Pearce, C. (1997). “Beyond Shoot Your Friends,” Digital Illusion, ed. Clark Dodsworth. New York, Addison-Wesley.

Pearce, C. (1994). “The Ins & Outs of Nonlinear Storytelling.” ACM Computer Graphics, Volume 28, Number 1, May 1994.


University of Southern California (1998-2001/2005-2006)
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University of California Irvine (2001-2006)
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