- Dixon, D. Rogers, J. Egglestone, P (2013) Between Worlds: Report for NESTA on MIT/Punchdrunk Sleep No More Digital R&D project. (PDF)
- Dixon, D. Kiani, S. Ikram, A. (2013) Experiences with AR Plots: A Travel Time Augmented Reality Game (PDF)
- Dixon, D. (2012) Analysis Tool or Research Methodology? Is there an epistemology for patterns? In Berry, D. ed. Understanding Digital Humanities. (Palgrave MacMillan)
- Dixon, D (2011) Big Games and Hipsters: Cool Capital in Pervasive Games. At ISEA 2011, Istanbul. (PDF)
- Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011) From Game Design Elements to Gamefulness: Defining Gamification. In Mindtrek2011, Tampere.
Deterding, S., Dixon, D., Nacke, L., O’Hara, K., Sicart, M. (2011) Workshop on Gamification: Using Game Design Elements in Non-Game Contexts. In CHI2011, Vancouver. (PDF)
- Dixon, D. (2011) Tactics, Rhythms and Social Game Ethnography. In Workshop on Social Games at CHI2011, Vancouver. (PDF)
- Dixon, D. (2011) Player Types and Gamification. In Workshop on Gamification at CHI2011, Vancouver. (PDF)
- Dixon, D. (2009) Nietzsche Contra Caillois: Beyond Play and Games. In The Philosophy of Computer Games Conference, University of Oslo. (PDF)
- Dixon, D. (2009) Pattern Languages for CMC Design. In: Whitworth, B. and De Moor, A. Handbook of Research on Socio-Technical Design and Social Networking Systems. Hershey, PA: IGI. (PDF)
- Dixon, D. (2008) Death; A Minor Annoyance or an Invitation to Play? In Breaking the Magic Circle, University of Tampere.
Conference and Seminar presentations
- Dixon, D. (2010) Bodies, Rhythm and Digital Games. Gesture, Technology and Play. University of the West of England. (slideshare)
- Dixon, D. (2010) Analysis Tool or Design Methodology? Is there an epistemological basis for patterns? In The Computational Turn. University of Swansea. (PDF)
- Dixon, D. (2010) A Ludic Aesthetic in Everyday Life? Ludic Aspects of Everyday Life, IT-University, Copenhagen (slideshare)
- Dixon, D. (2009) Apollo and Dionysus at Play. Play Things Conference, University of Manchester. (slideshare)
- Dixon, D., Mitchell, E (2006) Supporting Mixed Physical and Virtual Communities: When and How to Effectively Change Modes. Presented at Online Information 2006, London.
Digital Insights from Pervasive Games. GDC NZ, Auckland.
Insights from Sleep No More. This Happened, Bristol.
Gamification, Gameful Design and Beyond. To The Bath Gamification Network, Bath Innovation Centre, Bath.
Street Games and Social Dramas. To PlayARK Talks, Chapter, Cardiff.
Playing with Reality. As part of Blast Theory resident talks, Blast Theory Studios, Brighton.
Educating Creative Technologists. Keynote at the Shepton Mallet Digital Media Festival, Shepton Mallet. (slideshare)
Big Game Ethnography. Open studio talk at Pervasive Media Studio, Bristol. (slideshare)
String Theory and Web Design. At Reboot 9.0 Conference, Copenhagen.