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Games, Volume 16
Volume 16, Number 1, January 2021
- Kathryn Hemmann

:
I Coveted That Wind: Ganondorf, Buddhism, and Hyrule's Apocalyptic Cycle. 3-21 - Sam Schelfhout

, Matthew T. Bowers, Y. Andrew Hao
:
Balancing Gender Identity and Gamer Identity: Gender Issues Faced by Wang 'BaiZe' Xinyu at the 2017 Hearthstone Summer Championship. 22-41 - Eric Nelson Bailey, Kazunori Miyata

, Tetsuhiko Yoshida:
Gender Composition of Teams and Studios in Video Game Development. 42-64 - Kevin Sweeney

, M. H. Tuttle, M. Douglas Berg:
Esports Gambling: Market Structure and Biases. 65-91 - Carl Therrien

, Isabelle Lefebvre, Jean-Charles Ray:
Toward a Visualization of Video Game Cultural History: Grasping the French Touch. 92-115 - Brendan Keogh

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The Cultural Field of Video Game Production in Australia. 116-135
Volume 16, Number 2, March 2021
- Benjamin Litherland

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Ludosity, Radical Contextualism, and a New Games History: Pleasure, Truth, and Deception in the Mid-20th-Century London Arcade. 139-159 - Lisa Mendelman

, Rabindra A. Ratan
, Joseph A. Fordham, Megan L. Knittel
, Oskar Milik:
Sentimental Avatars: Gender Identification and Vehicles of Selfhood in Popular Media From Nineteenth-Century Novels to Modern Video Games. 160-186 - Tom Cole

, Marco Gillies:
Thinking and Doing: Challenge, Agency, and the Eudaimonic Experience in Video Games. 187-207 - Paolo Ruffino

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The End of Capitalism: Disengaging From the Economic Imaginary of Incremental Games. 208-227 - Erica L. Neely:

Come for the Game, Stay for the Cash Grab: The Ethics of Loot Boxes, Microtransactions, and Freemium Games. 228-247 - Maria B. Garda

, Veli-Matti Karhulahti
:
Let's Play Tinder! Aesthetics of a Dating App. 248-261 - Paul A. Cairns

, Christopher Power, Mark C. Barlet, Gregory Haynes, Craig Kaufman, Jen Beeston:
Enabled Players: The Value of Accessible Digital Games. 262-282
Volume 16, Number 3, May 2021
- Corrigendum to "Balancing Gender Identity and Gamer Identity: Gender Issues Faced by Wang 'BaiZe' Xinyu at the 2017 Hearthstone Summer Championship". 1-

- Emil Lundedal Hammar

, Lars de Wildt
, Souvik Mukherjee
, Caroline Pelletier:
Politics of Production: Videogames 10 years after Games of Empire. 287-293 - Robbie Fordyce

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Play, History and Politics: Conceiving Futures Beyond Empire. 294-304 - David B. Nieborg

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Apps of Empire: Global Capitalism and the App Economy. 305-316 - Paolo Ruffino, Jamie Woodcock

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Game Workers and the Empire: Unionisation in the UK Video Game Industry. 317-328 - Ergin Bulut

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White Masculinity, Creative Desires, and Production Ideology in Video Game Development. 329-341 - Cody Jay Mejeur

, Mahli-Ann R. Butt
, Alayna Cole:
Feminist and Furious: Diversity Work(ers) Against Game Studies of Empire! 342-356 - Maude Bonenfant

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Hypermodern Video Games as Emblems of Empire or How the Gaming Multitude Adapts to Hypermodernity. 357-370 - Nick Dyer-Witheford, Greig de Peuter

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Postscript: Gaming While Empire Burns. 371-380
Volume 16, Number 4, June 2021
- Brian McKernan

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Digital Texts and Moral Questions About Immigration: Papers, Please and the Capacity for a Video Game to Stimulate Sociopolitical Discussion. 383-406 - Ashley P. Jones

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The Haunting Aesthetics of Tacoma. 407-418 - Andrew Brady

, Garry Prentice:
Are Loot Boxes Addictive? Analyzing Participant's Physiological Arousal While Opening a Loot Box. 419-433 - Jeff Biegun, Jason D. Edgerton

, Lance W. Roberts:
Measuring Problem Online Video Gaming and Its Association With Problem Gambling and Suspected Motivational, Mental Health, and Behavioral Risk Factors in a Sample of University Students. 434-456 - Alesja Serada

, Tanja Sihvonen
, J. Tuomas Harviainen
:
CryptoKitties and the New Ludic Economy: How Blockchain Introduces Value, Ownership, and Scarcity in Digital Gaming. 457-480 - Vanessa Hemovich

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It Does Matter If You Win or Lose, and How You Play the (Video) Game. 481-493
Volume 16, Number 5, July 2021
- Sandra Danilovic

, Alex J. de Voogt
:
Making Sense of Abstract Board Games: Toward a Cross-Ludic Theory. 499-518 - Paul Atkinson

, Farzad Parsayi
:
Video Games and Aesthetic Contemplation. 519-537 - Joshua Stevens

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Child of the Elder Blood: A Semiotics of Folklorism in the Soundtrack of The Witcher 3: Wild Hunt. 538-556 - Rania Magdi Fawzy

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Let's Play News!: An SFL Approach to Aesthetic Interactivity of Gamified News. 557-582 - Weimin Toh

, Fei Victor Lim
:
Using Video Games for Learning: Developing a Metalanguage for Digital Play. 583-610 - Camila Caro, Masa Popovac

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Gaming When Things Get Tough? Examining How Emotion Regulation and Coping Self-Efficacy Influence Gaming During Difficult Life Situations. 611-631
Volume 16, Number 6, September 2021
- Adam Jerrett

, Peter Howell
, Neil Dansey:
Developing an Empathy Spectrum for Games. 635-659 - Kristian Redhead Ahm

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(Re)Playing (with) Video game History: Moving beyond Retrogaming. 660-680 - Brody J. Ruihley

, Andrew C. Billings, Nick Buzzelli:
A Swiftly Changing Tide: Fantasy Sport, Gambling, and Alternative Forms of Participation. 681-701 - Mark Brown, Sky LaRell Anderson

:
Designing for Disability: Evaluating the State of Accessibility Design in Video Games. 702-718 - Lucy A. Sparrow

, Martin R. Gibbs, Michael Victor Arnold:
Ludic Ethics: The Ethical Negotiations of Players in Online Multiplayer Games. 719-742 - Felix Lebed

:
Play and Spiel are not the Same: Anti-Wittgensteinian Arguments and Consideration of Game as a Kind of Human Play. 743-761 - Mia Consalvo

, Dan Staines
:
Reading Ren'Py: Game Engine Affordances and Design Possibilities. 762-778
Volume 16, Number 7, November 2021
- Allen Copenhaver, O. Hayden Griffin:

White-Collar Criminality Within the Video Game Industry. 783-797 - Benjamin Bigl

, Christoph Schlegelmilch:
Are Video Games Still a Boys' Club? How German Public Television Covers Video Games. 798-819 - Alexander Lambrow:

The Seriousness of Play: Johan Huizinga and Carl Schmitt on Play and the Political. 820-834 - Olli Sotamaa

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Studying Game Development Cultures. 835-854 - Andrew Reinhard

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Archeology of Abandoned Human Settlements in No Man's Sky: A New Approach to Recording and Preserving User-Generated Content in Digital Games. 855-884 - Gregory Blomquist

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Postmodern Medusa: The Monstrous-Feminine in StarCraft II: Heart of the Swarm. 885-906 - Jeffrey A. Stone

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Uncovering the Meaning: Exploring Semantic Differences in US Perceptions of "Gamer" and Game Players. 907-931 - Andrew P. Young

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The Limits of Memory in Disavowed: Interference, Military Execution, and the Dishonored Dead. 932-946
Volume 16, Number 8, December 2021
- Michal Mochocki

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Heritage Sites and Video Games: Questions of Authenticity and Immersion. 951-977 - Umer Hussain

, Bo Yu
, George B. Cunningham
, Gregg Bennett:
"I Can be Who I Am When I Play Tekken 7": E-sports Women Participants from the Islamic Republic of Pakistan. 978-1000 - Mark Richard Johnson

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Behind the Streams: The Off-Camera Labour of Game Live Streaming. 1001-1020 - Julian Kreissl

, Daniel Possler
, Christoph Klimmt:
Engagement With the Gurus of Gaming Culture: Parasocial Relationships to Let's Players. 1021-1043 - Premeet Sidhu

, Marcus Carter
:
Pivotal Play: Rethinking Meaningful Play in Games Through Death in Dungeons & Dragons. 1044-1064 - Souvik Mukherjee

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Crab-Rangoons in Kyrat: (Re)Writing South-Asian History in Far Cry 4. 1065-1086 - Eduardo H. Luersen

, Mathias Fuchs:
Ruins of Excess: Computer Game Images and the Rendering of Technological Obsolescence. 1087-1110

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