Murphy, D. & Mekler, E. (2026). Six Positive Words for Talking about Theory in Games Research (in Pursuit of Interdisciplinarity). Proceedings of DiGRA 2026. Maynooth University, Maynooth, Ireland.
Ljungblad, L., Murphy, D. & Fonkalsrud, H. (2025). Mixed reality for midwifery students: A qualitative study of the technology’s perceived appropriateness in the classroom. BMC Medical Education 25 (1): 337.
Murphy, D. (2023). On Media Genealogy and Forecasting. In K. Clark, M. Carter, B. Egliston, & L. Heemsbergen (Eds.). CAVRN Syllabus, Vol. 1, 26–29. University of Sydney. CAVRN.org.
Vornhagen, J. B., Bennett, D., Murphy, D. &, Mekler, E. (2023). "I’m the leader and I’m going to save the world": Characterizing Empowering and Disempowering Game Experiences. CHI PLAY '23: The Annual Symposium on Computer–Human Interaction in Play. Stratford, Canada.
Gregersen, A. & Murphy, D. (2023). Cognition. In M. J. P. Wolf & B. Perron (Eds.), The Routledge Companion to Video Game Studies (2nd Edition, pp. 531–539). Routledge.
Murphy, D. (2023). While We Wait for the Holodeck; or, How Agency in VR Only Tells Half a Story. The Velvet Light Trap, 91(1), 65–70.
Murphy, D. & Skarbez, R. (2020). What Do We Mean When We Say “Presence”?. PRESENCE: Virtual and Augmented Reality. MIT Press Direct.
⚠️Fun fact: The above article was written and published in 2022 but because of Gilliamesque reasons to do with the journal's non-backlog of periodicals, it's destined to forever be misindexed as having gone online in 2020, making me and Rick look like time travellers who cite research from the future.
Murphy, D. (2022). Virtual Reality. In P. Grabarczyk (Ed.). Encyclopedia of Ludic Terms. https://eolt.org/.
Murphy, D. (2022). Press X to Punch(line): The Design and Cognition of Interactive Gags. In K. B. R. Giappone, T. Z. Majkowski, & J. Švelch (Eds.). Video Games and Comedy. Palgrave Macmillan.
Murphy, D. (2022). Virtual Reality and the Rhetoric of Empathy. In M. Hjort & T. Nannicelli (Eds.). A Companion to Motion Pictures and Public Value. Wiley-Blackwell.
Murphy, D. (2021). Through the Screen Door: Virtual Reality Experiences. Doctoral thesis. Department of Media, Cognition, and Communication. University of Copenhagen, Denmark.
Murphy, D. (2019). How Musical Leitmotifs Enhance Narration and Evoke Emotion. Proceedings of DiGRA 2019. Ritsumeikan University, Kyoto, Japan.
Murphy, D. (2019). VR Storytelling: A Tale of Two Strategies. [Video Essay]. discovr.design Blog.
Juul, J. & Murphy, D. (2018). Doing Good and/or Making Money: A Short History of Independent Game Festival Rhetoric. (Alt. title: Financial, Aesthetic and Cultural Independence: A Selective History of Independent Games.) History of Games Conference. IT University of Copenhagen, Denmark.
Gregersen, A. & Murphy, D. (2018). Virtual Reality. [Danish, paywalled]. Medie- og Kommunikationsleksikon. Samfundslitteratur.
Murphy, D. (2017). Virtual Reality is ‘Finally Here’: A Qualitative Exploration of Formal Determinants of Player Experience in VR. Proceedings of DiGRA 2017. Swinburne University of Technology, Melbourne, Australia.
Murphy, D. (2017). Shared Cooperative Activity, Shared Competitive Activity, and the Irresistibility of Something Like a Magic Circle. Proceedings of the 11th Int'l Philosophy of Computer Games Conference. Jagiellonian University, Kraków, Poland.
Murphy, D. (2017). Building a Hybrid Virtual Agent for Testing User Empathy and Arousal in Response to Avatar (Micro-)Expressions. Proceedings of Virtual Reality Software and Technology 2017. Gothenburg, Sweden.
Murphy, D. (2017). Bodiless Embodiment: A Descriptive Survey of Avatar Bodily Coherence in First-Wave Consumer VR Applications. Proceedings of IEEE VR 2017. Los Angeles, California, USA.
Murphy, D. (2016). Spatial Presence, Psychophysiology, and Game(play) Emotions. Proceedings of DiGRA/FDG 2016. Abertay University, Dundee, Scotland.