Journal: Games Cult.

Volume 10, Issue 6

507 -- 524Graeme Kirkpatrick. Ludefaction: Fracking of the Radical Imaginary
525 -- 550Robin J. S. Sloan. Videogames as Remediated Memories: Commodified Nostalgia and Hyperreality in Far Cry 3: Blood Dragon and Gone Home
551 -- 570Howard D. Fisher. Sexy, Dangerous - and Ignored: An In-depth Review of the Representation of Women in Select Video game Magazines
571 -- 592Garry Crawford. Is it in the Game? Reconsidering Play Spaces, Game Definitions, Theming, and Sports Videogames
593 -- 612Daniel Johnson. Animated Frustration or the Ambivalence of Player Agency

Volume 10, Issue 5

415 -- 437Óliver Pérez-Latorre. The Social Discourse of Video Games Analysis Model and Case Study: GTA IV
438 -- 462Rabindra A. Ratan, Nicholas Taylor, Jameson Hogan, Tracy L. M. Kennedy, Dmitri Williams. League of Legends
463 -- 480Calum Matheson. First Strike and the Compulsion to Repeat
481 -- 501Soonhwa Seok, Boaventura DaCosta. Predicting Video Game Behavior: An Investigation of the Relationship Between Personality and Mobile Game Play

Volume 10, Issue 4

311 -- 342Marcus Carter. EVE Online
343 -- 364Catherine Goodfellow. EVE Online Community
365 -- 388Nicholas Taylor, Kelly Bergstrom, Jennifer Jenson, Suzanne de Castell. Alienated Playbour: Relations of Production in EVE Online
389 -- 411Chris Bateman. Implicit Game Aesthetics

Volume 10, Issue 3

207 -- 228Christopher B. Patterson. Role-Playing the Multiculturalist Umpire: Loyalty and War in BioWare's Mass Effect Series
229 -- 248Andreas Lieberoth. Shallow Gamification: Testing Psychological Effects of Framing an Activity as a Game
249 -- 268Christothea Herodotou, Niall Winters, Maria Kambouri. An Iterative, Multidisciplinary Approach to Studying Digital Play Motivation: The Model of Game Motivation
269 -- 290Toby Smethurst, Stef Craps. The Walking Dead Video Game
291 -- 305Asaf Friedman. The Role of Visual Design in Game Design

Volume 10, Issue 2

127 -- 147Vinicius Marino Carvalho. Leaving Earth, Preserving History: Uses of the Future in the Mass Effect Series
148 -- 177Margarida Romero, Mireia Usart, Michela Ott. Can Serious Games Contribute to Developing and Sustaining 21st Century Skills?
178 -- 203Dusan Stamenkovic, Milan Jacevic. Braid: A Cognitive Semantic Approach to a Video Game

Volume 10, Issue 1

3 -- 34Carlos Mauricio Castaño Díaz, Worawach Tungtjitcharoen. Art Video Games: Ritual Communication of Feelings in the Digital Era
35 -- 56Sun-ha Hong. When Life Mattered: The Politics of the Real in Video Games' Reappropriation of History, Myth, and Ritual
57 -- 80Francesca Comunello, Simone Mulargia. User-Generated Video Gaming: Little Big Planet and Participatory Cultures in Italy
81 -- 105Vittorio Marone. From Discussion Forum to Discursive Studio: Learning and Creativity in Design-Oriented Affinity Spaces
106 -- 122Damiano Felini. Beyond Today's Video Game Rating Systems: A Critical Approach to PEGI and ESRB, and Proposed Improvements