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video games, criticism, analysis, play, literacy
Abstract or Description
Following on Well Played 1.0 and 2.0, this book will also be full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. Contributors will analyze sequences in a game in detail in order to illustrate and interpret how the various components of a game can come together to create fulfilling a playing experience unique to this medium. Contributors will again be looking at video games, some that were covered in Well Played 1.0 and 2.0 as well as new ones, in order to provide a variety of perspectives on more great games.
Carnegie Mellon University: ETC Press
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This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.
Davidson, D. (2011). Well Played 3.0: Video Games, Value and Meaning. Pittsburgh, PA: Carnegie Mellon University: ETC Press. http://repository.cmu.edu/etcpress/47