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Keywords

video games, criticism, analysis, play, literacy

Publication Date

5-19-2016

Type

Journal

Rights Management

TEXT: The text of this work is licensed under a Creative Commons Attribution-Non Commercial-Non Derivative 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. Therespective owners reserve all rights.

Abstract or Description

PART 1: DIGRA

  • EVE is Real: How conceptions of the 'real'affect and reflect an online game community
  • Playing Across Media: Exploring Transtextuality in Competitive Games and eSports
  • Authentic Portrayals of Game Culture? AContent Analysis of the Crowd-funded YouTube Documentary The Smash Brothers
PART 2: GAMES LEARNING SOCIETY
  • Love Is a Battlefield: A Comparative Analysis of Love as a Game Mechanic and Sartre’s Being and Nothingness
  • Rocksmith 2014 – 60 Days of Variety,Feedback and Missions
  • Intergenerational Gaming in Kerbal Space Program How I Learned to Stop Worrying and Love Youth AR Game Creation
  • He Was The Most...Human: Ethical Play in Doki Doki Universe
  • Prepare to Suffer with Paul & Mo: Let’s Play as Well Played
  • “Any% No Sketch Glitch”: Speedrunning Final Fantasy VI and Expanding “Well Played”
  • Ingress Well-Played: City as MMO
  • Finding the beat: Cycles of expertise in rhythm games

Publisher

Carnegie Mellon University: ETC Press

City

Pittsburgh, PA

Page Count

240

Creative Commons License

Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License
This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.

Well Played -- Vol.5, No.2

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