Well Played -- Vol. 4, No. 1
PART ONE: DIGRA Where’s BattleTech in MechWarrior Online? A Case Study in Game Adaptation <em>Hans-Joachim Backe</em> Cause No Trouble: The Experience of “Serious Fun” in Papers, Please <em>Oscar Moralde</em> Playing for the plot: Blindness, agency, and the appeal of narrative organization in Heavy Rain <em>Fanny A. Ramirez</em> Taking Apart the Provocation Machine: Ian Bogost's A Slow Year <em>Thomas H. Rousse</em> Spore’s Playable Procedural Content Generation <em>Gillian Smith</em> What Hockey Wants: Drama, Narrative, and Sports <em>Jeff Watson</em> PART TWO: GAMES LEARNING SOCIETY Elder Scrolls Online: How ESO encourages group formation and cooperative play <em>Michelle Aubrecht, Jeff Kuhn, Justin Eames</em> Acting in the Light and on Fayth: Ritualized Play in Journey and Final Fantasy X <em>Kyrie Eleison H. Caldwell</em> Well Played & Well Watched: Dota 2, Spectatorship, and eSports <em>Chris Georgen</em> Magic the Gathering: A Learning Game Designer’s Perspective <em>Dan Norton</em> For the Records – Understanding Mental Illness Through Metaphorical Games <em>Doris C. Rusch</em> Gaming a Non-Game? A Long Term (Self)-Experiment about FarmVille <em>Heinrich Söbke</em> The Stanley Parable <em>Phil J. Dougherty III</em>
Publication Details
- Journal
- KiltHub Repository
- Published
- 2024-10-28
- DOI
- https://doi.org/10.1184/r1/6687020
- Citations
- 2
- Primary Topic
- Digital Games and Media
- Type
- article
- Field-Weighted Citation Impact
- 0.00