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Games and Culture, Volume 14
Volume 14, Number 1, January 2019
- Holger Pötzsch, Vít Sisler:
Playing Cultural Memory: Framing History in Call of Duty: Black Ops and Czechoslovakia 38-89: Assassination. 3-25 - Marcus Maloney:
Ambivalent Violence in Contemporary Game Design. 26-45 - Kristine Levan, Steven Downing:
Virtual Total Control: Escaping a Simulated Prison. 46-66 - Daniel Dooghan:
Digital Conquerors: Minecraft and the Apologetics of Neoliberalism. 67-86 - Olli Sotamaa, Jaakko Stenros:
Through a Shot Glass, Darkly: The Study of Games in the Light of Drinking Games. 87-103
Volume 14, Number 2, March 2019
- Shira Chess, Christopher A. Paul:
The End of Casual: Long Live Casual. 107-118 - Mark Richard Johnson:
Casual Games Before Casual Games: Historicizing Paper Puzzle Games in an Era of Digital Play. 119-138 - Sarah Ganzon:
Investing Time for Your In-Game Boyfriends and BFFs: Time as Commodity and the Simulation of Emotional Labor in Mystic Messenger. 139-153 - Cameron Lindsey:
Agar.io: The Game's in the Name. 154-169 - Kelly Bergstrom:
Moving Beyond Churn: Barriers and Constraints to Playing a Social Network Game. 170-189
Volume 14, Number 3, May 2019
- Matthew M. Chew:
A Critical Cultural History of Online Games in China, 1995-2015. 195-215 - Mia Consalvo, Thorsten Busch, Carolyn Jong:
Playing a Better Me: How Players Rehearse Their Ethos via Moral Choices. 216-235 - Tero Kerttula:
"What an Eccentric Performance": Storytelling in Online Let's Plays. 236-255 - Melissa A. Wills:
Corporate Agriculture and the Exploitation of Life in Portal 2. 256-275 - Kelly Bergstrom:
Temporary Break or Permanent Departure? Rethinking What It Means to Quit EVE Online. 276-296
Volume 14, Number 4, June 2019
- Malcolm Ryan, Paul Formosa, Rowan Tulloch:
Playing Around With Morality: Introducing the Special Issue on "Morality Play". 299-305 - Karen Schrier:
Designing Games for Moral Learning and Knowledge Building. 306-343 - Johannes Katsarov, Markus Christen, Ralf Mauerhofer, David Schmocker, Carmen Tanner:
Training Moral Sensitivity Through Video Games: A Review of Suitable Game Mechanisms. 344-366 - Iain Donald:
Just War? War Games, War Crimes, and Game Design. 367-386 - Stephanie de Smale, Martijn J. L. Kors, Alyea Sandovar:
The Case of This War of Mine: A Production Studies Perspective on Moral Game Design. 387-409 - Dan Staines, Paul Formosa, Malcolm Ryan:
Morality Play: A Model for Developing Games of Moral Expertise. 410-429 - Mahli-Ann Rakkomkaew Butt, Daniel Dunne:
Rebel Girls and Consequence in Life Is Strange and The Walking Dead. 430-449
Volume 14, Number 5, July 2019
- Lasse Juel Larsen:
Play and Gameful Movies: The Ludification of Modern Cinema. 455-477 - Sam Srauy:
Professional Norms and Race in the North American Video Game Industry. 478-497 - Bang Xia, Huiwen Wang, Ronggang Zhou:
What Contributes to Success in MOBA Games? An Empirical Study of Defense of the Ancients 2. 498-522 - Amanda Ochsner:
Reasons Why: Examining the Experience of Women in Games 140 Characters at a Time. 523-542 - Frank G. Bosman:
There Is No Solution!: "Wicked Problems" in Digital Games. 543-559 - Stina Bengtsson:
Avatar as Second Suit: Power and Participation in Virtual Work. 560-578
Volume 14, Number 6, September 2019
- Kellie Vella, Daniel Johnson, Vanessa Wan Sze Cheng, Tracey Davenport, Jo Mitchell, Madison Klarkowski, Cody J. Phillips:
A Sense of Belonging: Pokémon GO and Social Connectedness. 583-603 - Michelle F. Wright:
Friends and Console-Gaming Aggression: The Role of Friendship Quality, Anger, and Revenge Planning. 604-621 - Joshua Daniel-Wariya:
Rhetorical Strategy and Creative Methodology: Revisiting Homo Ludens. 622-638 - Hanna Wirman, Olli Tapio Leino:
From Manual to Automated to Digital: On Transmediality, Technological Specificity, and Playful Practice in Mahjong. 639-659 - Kristine Jørgensen:
Newcomers in a Global Industry: Challenges of a Norwegian Game Company. 660-679 - Tom Boellstorff, Braxton Soderman:
Transplatform: Culture, Context, and the Intellivision/Atari VCS Rivalry. 680-703
Volume 14, Numbers 7-8, November 2019
- Diane Carr:
Methodology, Representation, and Games. 707-723 - Rune Klevjer:
Virtuality and Depiction in Video Game Representation. 724-741 - Michael Ryan Skolnik, Steven Conway:
Tusslers, Beatdowns, and Brothers: A Sociohistorical Overview of Video Game Arcades and the Street Fighter Community. 742-762 - Brian Myers:
Friends With Benefits: Plausible Optimism and the Practice of Teabagging in Video Games. 763-780 - Óliver Pérez-Latorre, Mercè Oliva:
Video Games, Dystopia, and Neoliberalism: The Case of BioShock Infinite. 781-800 - Chloris Qiaolei Jiang, Anthony Y. H. Fung:
Games With a Continuum: Globalization, Regionalization, and the Nation-State in the Development of China's Online Game Industry. 801-824 - Sal Humphreys:
On Being a Feminist in Games Studies. 825-842 - Mark Taylor, Mike Baskett, Denis Reilly, Somasundaram Ravindran:
Game Theory for Computer Games Design. 843-855 - Jonathan Frome:
Interactive Works and Gameplay Emotions. 856-874 - Kelly M. Hoffman:
Social and Cognitive Affordances of Two Depression-Themed Games. 875-895 - Joshua J. Zimmerman:
Computer Game Fan Communities, Community Management, and Structures of Membership. 896-916 - Thomas Fennewald, David Phelps:
Analyzing Moral Deliberation During Gameplay: Moral Foundations Theory as an Analytic Resource. 917-936
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