Abstract is missing.
- The Tragedy of Betrayal: How the Design of Ico and Shadow of the Colossus Elicits EmotionTom Cole. [doi]
- Cues and insinuations: Indicating affordances of non-player character using visual indicatorsHenrik Warpefelt. [doi]
- The role of gaming platforms in young males' trajectories of technical expertiseJoe Baxter-Webb. [doi]
- Game Elements-Attributes Model: a First Step towards a Structured Comparison of Educational GamesStephanie Heintz, Effie Lai-Chong Law. [doi]
- Understanding Player Experience Through the Use of Similarity MatrixRaphaël Marczak, Gareth Schott, Pierre Hanna. [doi]
- Independent gamework and identity: Problems and subjective nuancesOrlando Guevara-Villalobos. [doi]
- Ideological Narratives of Play in Tropico 4 and Crusader Kings IIBertrand Lucat, Mads Haahr. [doi]
- Applying the Two-Factor-Theory to the PLAY HeuristicsBjörn Strååt, Henrik Warpefelt. [doi]
- Creating Stealth Game Interventions for Attitude and Behavior Change: An "Embedded Design" ModelGeoff F. Kaufman, Mary Flanagan, Max Seidman. [doi]
- Defining the Global Ludo PolychotomyBradley James, Barbara Fletcher. [doi]
- Animal Crossing: New Leaf and the Diversity of Horror in Video GamesAshley Brown, Björn Marklund. [doi]
- Whose mind is the signal? Focalization in video game narrativesFraser Allison. [doi]
- How gaming achieves popularity: The case of The Smash BrothersAhmed Elmezeny, Jeffrey Wimmer. [doi]
- Time to Reminisce and Die: Representing Old Age in Art GamesCosima Rughinis, Elisabeta Toma, Razvan Rughinis. [doi]
- Ethical Recognition of Marginalized Groups in Digital Games CultureEmil Lundendal Hammar. [doi]
- Inviting Grief into Games: The Game Design Process as Personal DialogueSabine Harrer, Henrik Schoenau-Fog. [doi]
- Affective and Bodily Involvement in Children's Tablet PlayAnnika Waern, Gunnar Bohne. [doi]
- The Well-Played MOBA: How DotA 2 and League of Legends use Dramatic DynamicsChris Winn. [doi]
- Systematic Analysis of In-Game Purchases and Social Features of Mobile Social Games in JapanAkiko Shibuya, Mizuha Teramoto, Akiyo Shoun. [doi]
- Roleplaying and Rituals For Cultural Heritage-Orientated GamesErik Champion. [doi]
- Gaming Experience as a Prerequisite for the Adoption of Digital Games in the Classroom?Anna Hoblitz. [doi]
- Digitising Boardgames: Issues and TensionsMelissa J. Rogerson, Martin R. Gibbs, Wally Smith. [doi]
- Postdigital Play and the Aesthetics of RecruitmentDarshana Jayemanne, Bjorn Nansen, Thomas Apperley. [doi]
- The Limits of the Evolution of Female Characters in the Bioshock FranchiseWeimin Toh. [doi]
- Hackers and Cyborgs: Binary Domain and Two Formative Videogame TechnicitiesBrendan Keogh. [doi]
- The Use of Theory in Designing a Serious Game for the Reduction of Cognitive BiasesMeg Barton, Carl Symborski, Mary Magee Quinn, Carey K. Morewedge, Karim S. Kassam, James Korris. [doi]
- Costume Agency in German LarpRafael Bienia. [doi]
- Co-Creative Game Design in MMORPGsPatrick Prax. [doi]
- Playing Across Media: Exploring Transtextuality in Competitive Games and eSportsBen Egliston. [doi]
- Exploring Playful Experiences in Social Network GamesJanne Paavilainen, Elina Koskinen, Hannu Korhonen, Kati Alha. [doi]
- EVE is RealMarcus Carter, Kelly Bergstrom, Nick Webber, Oskar Milik. [doi]
- Editors of Play: The Scripts and Practices of Co-creativity in Minecraft and LittleBigPlanetPablo Abend, Benjamin Beil. [doi]
- Early Computer Game Genre Preferences (1980-1984)Jonathan Lessard. [doi]
- The Concept and Research of Gendered Game CultureUsva Friman. [doi]
- Analysing Cultural Heritage and its Representation in Video GamesMajed S. Balela, Darren Mundy. [doi]
- A Model for Exploring the Usefulness of Games for ClassroomsColleen Stieler-Hunt, Christian M. Jones. [doi]
- Taking a Look at the Player's Gaze: The Effects of Gaze Visualizations on the Perceived Presence in GamesMichael Lankes, Stefan Wagner. [doi]
- Failed Games: Lessons Learned from Promising but Problematic Game Prototypes in Designing for DiversityMax Seidman, Mary Flanagan, Geoff F. Kaufman. [doi]