Abstract is missing.
- On Striated Wilderness and Prospect Pacing: Rural Open World Games as Liminal Spaces of the Man-Nature DichotomyMarc Bonner. [doi]
- Infra-Ordinary Rewritings: Animal Crossing: Pocket Camp as an Introductory StudyJohnathan Harrington. [doi]
- Fragmentation: between expansion packs and episodic video gamesMatteo Genovesi. [doi]
- The Human Machine Art Interface: Arcade Port Aesthetics and Production PracticesKieran Nolan. [doi]
- Wrecking the Game: The Artist as GrieferGemma Fantacci. [doi]
- The City in Singleplayer Fantasy Role Playing GamesDaniel Vella, Giappone Krista Bonello Rutter. [doi]
- Design Concepts for Empowerment through Urban PlayGabriele Ferri 0001, Nicolai B. Hansen, Adam van Heerden, Ben A. M. Schouten. [doi]
- Understanding the experience of Australian eSports spectatorshipDavid Cumming. [doi]
- Presence at History: Toward an Expression of Authentic Historical Content as Game Rules and PlayGareth Schott, Ben Redder. [doi]
- Harvester of Desires: Gaming Amazon Echo through John Cayley's The ListenersLaura Okkema. [doi]
- Contextualizing Pathological Gaming - A Proof-of-Concept StudyCasper S. Boonen, Mikkel V. Christiansen, Agnete W. Ilsøe, Marie M. Staunstrup, Rune Kristian Lundedal Nielsen. [doi]
- Quilting the meaning: gameplay as catalyst of signification and why to co-op in game studiesThierry Giuliana Gianmarco. [doi]
- Ethics at Play in Undertale: Rhetoric, Identity and DeconstructionFrederic Seraphine. [doi]
- Aesthetics and Cosmetic Microtransactions in Path of ExileMateusz Felczak. [doi]
- An Inclusive Perspective on Gameplay: Towards a wide understanding of gameplay in theory and praxisBjörn Jahn, Sebastian Möring. [doi]
- Free-to-Play or Pay-to-Win?: Casual, Hardcore, and HearthstoneTaylor Howard Kenton. [doi]
- Bleed-in, Bleed-out A Design Case in Board Game TherapyMirjam Palosaari Eladhari. [doi]
- Stasis and Stillness: Moments of Inaction in VideogamesRainforest Scully-Blaker. [doi]
- Does Platform Matter? A Game Design Analysis of Female Engagement in MOBA GamesGege Gao, Patrick C. Shih. [doi]
- A Character in Your Hand: Puppetry to Inform Game ControlsMichael Nitsche, Pierce McBride. [doi]
- Play to Win, Profit & Entertain: a Study of Double Performance as Athlete and StreamerRoger Seula, Mariana Amaro, Suely Fragoso. [doi]
- Indie Game: The Movie: The Paper - Documentary Films and the Subfield of Independent GamesMilan Jacevic. [doi]
- Towards Design Principles for Humor in Interactive Emergent NarrativeKenneth Chen, Stefan Rank. [doi]
- An Ontological Meta-Model for Game ResearchEspen Aarseth, Pawel Grabarczyk. [doi]
- Video Games, Learning, and the Shifting Educational LandscapeHong an Wu. [doi]
- Is My Avatar MY Avatar? Character Autonomy and Automated Avatar Actions in Digital GamesEa Christina Willumsen. [doi]
- Markers of Subjective Perception in LarpMichal Mochocki. [doi]
- "Clementine will remember that" - Methods to Establish Design Conventions for Video Game NarrativeHartmut Koenitz, Christian Roth, Noam Knoller, Teun Dubbelman. [doi]
- A Three Person Poncho and a Set of Maracas: Designing Ola De La Vida, A Co-Located Social Play Computer GameLynn H. C. Love, Mona Bozdog. [doi]
- Preliminary Poetics of Procedural Generation in GamesIsaac Karth. [doi]
- Overwatch as a Shared Universe: Game Worlds in a Transmedial FranchiseJoleen Blom. [doi]
- Collegiate eSports as Learning Ecologies: Investigating Collaborative Learning and Cognition During CompetitionsGabriela T. Richard, Zachary A. McKinley, Robert William Ashley. [doi]
- "A pure meritocracy blind to identity": Exploring the Online Responses to All-Female Teams in RedditMiia Siutila, Ellinoora Havaste. [doi]
- Exploring Cultural Differences in Game Reception: JRPGs in Germany and JapanStefan Brückner, Yukiko Sato, Shuichi Kurabayashi, Ikumi Waragai. [doi]
- Are Loot Boxes Gambling? Random reward mechanisms in video gamesRune Kristian Lundedal Nielsen, Pawel Grabarczyk. [doi]
- Playing Whiteness in Crisis in The Last of Us and Tomb RaiderSoraya Murray. [doi]
- Avatars, Gender and Sexuality for Brazilian Players on RustMayara Caetano. [doi]
- Antimimetic Rereading and Defamiliarization in Save the DateAlex Mitchell 0001. [doi]
- Good Game Feel: An Empirically Grounded Framework for Juicy DesignKieran Hicks, Patrick Dickinson, Jussi Holopainen, Kathrin Gerling. [doi]
- Localization from an Indie Game Production Perspective - Why, When and How?Marcus Toftedahl, Per Backlund, Henrik Engström. [doi]