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Keywords

video games, criticism, analysis, play, literacy

Publication Date

4-1-2015

Type

Journal

Rights Management

TEXT: The text of this work is licensed under a Creative Commons Attribution-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 copyright owners, and are not released into the Creative Commons. The respective owners reserve all rights.

Abstract or Description

PART ONE: DIGRA

  • Where’s BattleTech in MechWarrior Online? A Case Study in Game Adaptation Hans-Joachim Backe
  • Cause No Trouble: The Experience of “Serious Fun” in Papers, Please Oscar Moralde
  • Playing for the plot: Blindness, agency, and the appeal of narrative organization in Heavy Rain Fanny A. Ramirez
  • Taking Apart the Provocation Machine: Ian Bogost's A Slow Year Thomas H. Rousse
  • Spore’s Playable Procedural Content Generation Gillian Smith
  • What Hockey Wants: Drama, Narrative, and Sports Jeff Watson

PART TWO: GAMES LEARNING SOCIETY

  • Elder Scrolls Online: How ESO encourages group formation and cooperative play Michelle Aubrecht, Jeff Kuhn, Justin Eames
  • Acting in the Light and on Fayth: Ritualized Play in Journey and Final Fantasy X Kyrie Eleison H. Caldwell
  • Well Played & Well Watched: Dota 2, Spectatorship, and eSports Chris Georgen
  • Magic the Gathering: A Learning Game Designer’s Perspective Dan Norton
  • For the Records – Understanding Mental Illness Through Metaphorical Games Doris C. Rusch
  • Gaming a Non-Game? A Long Term (Self)-Experiment about FarmVille Heinrich Söbke
  • The Stanley Parable Phil J. Dougherty III

Publisher

Carnegie Mellon University: ETC Press

City

Pittsburgh, PA

Page Count

268

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. 4, No. 1

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