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Games and Culture, Volume 13
Volume 13, Number 1, January 2018
- Robbie Fordyce
:
Dwarf Fortress: Laboratory and Homestead. 3-19 - Ali Faisal, Mirva Peltoniemi
:
Establishing Video Game Genres Using Data-Driven Modeling and Product Databases. 20-43 - Stephen J. Aguilar, Caitlin Holman, Barry J. Fishman:
Game-Inspired Design: Empirical Evidence in Support of Gameful Learning Environments. 44-70 - Benjamin Abraham:
Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion. 71-91 - Ben Whaley:
Who Will Play Terebi Gēmu When No Japanese Children Remain?: Distanced Engagement in Atlus' Catherine. 92-114
Volume 13, Number 2, March 2018
- Andrea Braithwaite
:
WoWing Alone: The Evolution of "Multiplayer" in World of Warcraft. 119-135 - Amanda Phillips
:
Shooting to Kill: Headshots, Twitch Reflexes, and the Mechropolitics of Video Games. 136-152 - Emma Witkowski:
Running With Zombies: Capturing New Worlds Through Movement and Visibility Practices With Zombies, Run!. 153-173 - Robert Sparrow
, Rebecca Harrison, Justin Oakley
, Brendan Keogh
:
Playing for Fun, Training for War: Can Popular Claims About Recreational Video Gaming and Military Simulations be Reconciled? 174-192 - Paul Scriven
:
The Phenomenology of the "Other" in Computer Game Worlds. 193-210
Volume 13, Number 3, May 2018
- Ashley M. L. Brown, Jaakko Stenros:
Adult Play: The Dirty Secret of Grown-Ups. 215-219 - J. Tuomas Harviainen
, Katherine Frank
:
Group Sex as Play: Rules and Transgression in Shared Non-monogamy. 220-239 - Katriina Irja Heljakka:
More than Collectors: Exploring Theorists', Hobbyists' and Everyday Players' Rhetoric in Adult Play With Character Toys. 240-259 - Sebastian Deterding
:
Alibis for Adult Play: A Goffmanian Account of Escaping Embarrassment in Adult Play. 260-279 - Melissa J. Rogerson
, Martin R. Gibbs:
Finding Time for Tabletop: Board Game Play and Parenting. 280-300 - Annakaisa Kultima, Timo Nummenmaa
, Heikki Tyni
, Kati Alha
, Jaakko Stenros, Ville Kankainen
, Jussi Holopainen
, Frans Mäyrä
:
Playful Furniture: Breaching a Serious Setting With Interactive Seats. 301-321
Volume 13, Number 4, June 2018
- Benjamin Stokes, Dmitri Williams:
Gamers Who Protest: Small-Group Play and Social Resources for Civic Action. 327-348 - Thomas H. Apperley
, Jussi Parikka
:
Platform Studies' Epistemic Threshold. 349-369 - Elizabeth Nyman
, Ryan Lee Teten:
Lost and Found and Lost Again: Island Utopias and Dystopias in the BioShock Series. 370-384 - Soonhwa Seok, Boaventura DaCosta
:
Problematic Mobile Gameplay Among the World's Most Intense Players: A Modern Pandemic or Casual Recreational Pursuit? 385-405 - Anna Oleszkiewicz
, M. Kanonowicz, Piotr Sorokowski
, Agnieszka Sorokowska
:
Attitudes Toward Punishment and Rehabilitation as Perceived Through Playing a Prison Tycoon Game. 406-420
Volume 13, Number 5, July 2018
- Jeremy Aroles
:
Performance and Becoming: Rethinking Nativeness in Virtual Communities. 423-439 - Anthony Pellicone, June Ahn
:
Building Worlds: A Connective Ethnography of Play in Minecraft. 440-458 - Matthew Kelly:
The Game of Politics: Examining the Role of Work, Play, and Subjectivity Formation in Papers, Please. 459-478 - Amanda C. Cote
:
Writing "Gamers": The Gendered Construction of Gamer Identity in Nintendo Power (1994-1999). 479-503 - Souvik Mukherjee
:
Playing Subaltern: Video Games and Postcolonialism. 504-520 - César San Nicolás Romera, Miguel Ángel Nicolás Ojeda
, Josefa Ros Velasco
:
Video Games Set in the Middle Ages: Time Spans, Plots, and Genres. 521-542
Volume 13, Number 6, September 2018
- Mattias van Ommen:
Guild Wars 2, the Frankfurt School and Dialectical Fairy Scenes: A Critical Approach Towards Massively Multiplayer Online Video Games. 547-567 - Paul Martin
:
Race, Colonial History and National Identity: Resident Evil 5 as a Japanese Game. 568-586 - Kyle Moore:
Sort Mii Out: Learning to Value Portable Gaming Encounters Through Nintendo's Streetpass Software. 587-604 - J. Tuomas Harviainen
, Ashley M. L. Brown, Jaakko Suominen
:
Three Waves of Awkwardness: A Meta-Analysis of Sex in Game Studies. 605-623 - Sara M. Grimes:
Penguins, Hype, and MMOGs for Kids: A Critical Reexamination of the 2008 "Boom" in Children's Virtual Worlds Development. 624-644
Volume 13, Number 7, November 2018
- Seth Giddings
, Alison Harvey:
Introduction to Special Issue Ludic Economies: Ludic Economics 101. 647-651 - Alison Harvey
:
The Fame Game: Working Your Way Up the Celebrity Ladder in Kim Kardashian: Hollywood. 652-670 - Patrick Crogan:
Indie Dreams: Video Games, Creative Economy, and the Hyperindustrial Epoch. 671-689 - Daniel James Joseph
:
The Discourse of Digital Dispossession: Paid Modifications and Community Crisis on Steam. 690-707 - Helen W. Kennedy
:
Game Jam as Feminist Methodology: The Affective Labors of Intervention in the Ludic Economy. 708-727 - Jennifer Jenson, Suzanne de Castell:
"The Entrepreneurial Gamer": Regendering the Order of Play. 728-746 - Joyce Goggin:
"How Do Those Danish Bastards Sleep at Night?": Fan Labor and the Power of Cuteness. 747-764 - Seth Giddings
:
Accursed Play: The Economic Imaginary of Early Game Studies. 765-783
Volume 13, Number 8, December 2018
- Torill Elvira Mortensen
:
Anger, Fear, and Games: The Long Event of #GamerGate. 787-806 - Brigid Mary Costello
:
The Rhythm of Game Interactions: Player Experience and Rhythm in Minecraft and Don't Starve. 807-824 - Luis de Miranda
:
Life Is Strange and "Games Are Made": A Philosophical Interpretation of a Multiple-Choice Existential Simulator With Copilot Sartre. 825-842 - Mildred F. Perreault
, Gregory P. Perreault
, Joy Jenkins, Ariel Morrison:
Depictions of Female Protagonists in Digital Games: A Narrative Analysis of 2013 DICE Award-Winning Digital Games. 843-860
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