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Keywords

video games, criticism, analysis, play, literacy

Publication Date

9-24-2015

Type

Journal

Rights Management

TEXT: The text of this work is licensed under a Creative CommonsAttribution-NonCommercial-NonDerivative 2.5 License(http://creativecommons.org/licenses/by-nc-nd/2.5/)

IMAGES: All images appearing in this work are property of the respective copyrightowners, and are not released into the Creative Commons. The respective owners reserve allrights.

Abstract or Description

Part One: Out of Control

  • Weird WarioWare: Instructional Dissonance and Characterization in WarioWare Inc., Mega Microgame$!: Josh Fishburn
  • Community-based Play in Twitch Plays Pokémon Max Mallory

Part Two: Love++

  • Romancing Pigeons: The Deconstruction of the Dating-Sim in Hatoful Boyfriend Nicolle Lamerichs
  • Playing with Feelings: Porn, Emotion, and Disability in Katawa Shoujo Alexander Champlin

Part Three: Best Worst Games

  • SWITCH / PANIC! Sega CD’s Greatest Enigma Eli Neiburger
  • Takeshi no Chousenjou, a Terrible Game by Design Howard Braham

Part Four: Something Weird This Way Comes

  • Conspiracy Hermeneutics: The Secret World as Weird Tale Tanya Krzywinska
  • The Weird Humanity of I Have No Mouth and I Must Scream Karen Schrier

Part Five: Other

  • Defamiliarization and Poetic Interaction in Kentucky Route Zero Alex Mitchell
  • How do Frog Fractions and Nier use intertextual knowledge to subvert the player's expectations? Rory Summerley

Publisher

Carnegie Mellon University: ETC Press

City

Pittsburgh, PA

Page Count

220

Creative Commons License

Creative Commons Attribution-Noncommercial-No Derivative Works 4.0 License
This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 4.0 License.

Well Played -- Vol. 3, No. 2 (Seriously Weird Special Issue)

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