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Video Games, Criticism, Analysis, Play, Literacy
Abstract or Description
Following on Well Played 1.0, this book is 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 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 a fulfilling playing experience unique to this medium. Contributors are again looking at video games in order to provide a variety of perspectives on the value of 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. (2010). Well Played 2.0: Video Games, Value and Meaning. Pittsburgh, PA: Carnegie Mellon University: ETC Press. http://repository.cmu.edu/etcpress/8