Well played volume 4, number 1

For your theoretical pleasure:


ETC Press is excited to announce the release of the first issue of the fourth volume of

Well Played: a journal on video games, value and meaning, co-edited by Sean Duncan and Caro Williams

http://press.etc.cmu.edu/content/volume-4-number-1


PART ONE: DiGRA

Sean Duncan, Guest Editor


Where’s BattleTech in MechWarrior Online? A Case Study in Game Adaptation

Hans-Joachim Backe


One Click at a Time: Playing Porpentine’s howling dogs

Hanli Geyser


Cause No Trouble: The Experience of “Serious Fun” in Papers, Please

Oscar Moralde


Playing for the plot: Blindness, agency, and the appeal of narrative organization in Heavy Rain

Fanny A. Ramirez


Spore’s Playable Procedural Content Generation

Gillian Smith


PART TWO: Games Learning Society


Elder Scrolls Online: How ESO encourages group formation and cooperative play

Michelle Aubrecht, Jeff Kuhn, Justin Eames


Acting in the Light and on Fayth: Ritualized Play in Journey and Final Fantasy X

Kyrie Eleison H. Caldwell


Well Played & Well Watched: Dota 2, Spectatorship, and eSports

Chris Georgen


Magic the Gathering: A Learning Game Designer’s Perspective

Dan Norton


For the Records – Understanding Mental Illness Through Metaphorical Games

Doris C. Rusch


Gaming a Non-Game? A Long Term (Self)-Experiment about FarmVille

Heinrich Söbke


The Stanley Parable

Phil J. Dougherty III


*These essays were part of the Well Played Sessions at GLS 10, the 2014 Games+Learning+Society Conference in Madison, WI, as well as the Well Played Sessions at the 2014 DiGRA conference in Salt Lake City, UT.

http://www.glsconference.org/

http://www.digra.org/

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Published on April 01, 2015 11:30
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