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Games, Volume 16
Volume 16, Number 1, January 2021
- Kathryn Hemmann:
I Coveted That Wind: Ganondorf, Buddhism, and Hyrule's Apocalyptic Cycle. 3-21 - Sam Schelfhout, Matthew T. Bowers, Y. Andrew Hao:
Balancing Gender Identity and Gamer Identity: Gender Issues Faced by Wang 'BaiZe' Xinyu at the 2017 Hearthstone Summer Championship. 22-41 - Eric Nelson Bailey, Kazunori Miyata, Tetsuhiko Yoshida:
Gender Composition of Teams and Studios in Video Game Development. 42-64 - Kevin Sweeney, M. H. Tuttle, M. Douglas Berg:
Esports Gambling: Market Structure and Biases. 65-91 - Carl Therrien, Isabelle Lefebvre, Jean-Charles Ray:
Toward a Visualization of Video Game Cultural History: Grasping the French Touch. 92-115 - Brendan Keogh:
The Cultural Field of Video Game Production in Australia. 116-135
Volume 16, Number 2, March 2021
- Benjamin Litherland:
Ludosity, Radical Contextualism, and a New Games History: Pleasure, Truth, and Deception in the Mid-20th-Century London Arcade. 139-159 - Lisa Mendelman, Rabindra A. Ratan, Joseph A. Fordham, Megan L. Knittel, Oskar Milik:
Sentimental Avatars: Gender Identification and Vehicles of Selfhood in Popular Media From Nineteenth-Century Novels to Modern Video Games. 160-186 - Tom Cole, Marco Gillies:
Thinking and Doing: Challenge, Agency, and the Eudaimonic Experience in Video Games. 187-207 - Paolo Ruffino:
The End of Capitalism: Disengaging From the Economic Imaginary of Incremental Games. 208-227 - Erica L. Neely:
Come for the Game, Stay for the Cash Grab: The Ethics of Loot Boxes, Microtransactions, and Freemium Games. 228-247 - Maria B. Garda, Veli-Matti Karhulahti:
Let's Play Tinder! Aesthetics of a Dating App. 248-261 - Paul A. Cairns, Christopher Power, Mark C. Barlet, Gregory Haynes, Craig Kaufman, Jen Beeston:
Enabled Players: The Value of Accessible Digital Games. 262-282
Volume 16, Number 3, May 2021
- Corrigendum to "Balancing Gender Identity and Gamer Identity: Gender Issues Faced by Wang 'BaiZe' Xinyu at the 2017 Hearthstone Summer Championship". 1-
- Emil Lundedal Hammar, Lars de Wildt, Souvik Mukherjee, Caroline Pelletier:
Politics of Production: Videogames 10 years after Games of Empire. 287-293 - Robbie Fordyce:
Play, History and Politics: Conceiving Futures Beyond Empire. 294-304 - David B. Nieborg:
Apps of Empire: Global Capitalism and the App Economy. 305-316 - Paolo Ruffino, Jamie Woodcock:
Game Workers and the Empire: Unionisation in the UK Video Game Industry. 317-328 - Ergin Bulut:
White Masculinity, Creative Desires, and Production Ideology in Video Game Development. 329-341 - Cody Jay Mejeur, Mahli-Ann R. Butt, Alayna Cole:
Feminist and Furious: Diversity Work(ers) Against Game Studies of Empire! 342-356 - Maude Bonenfant:
Hypermodern Video Games as Emblems of Empire or How the Gaming Multitude Adapts to Hypermodernity. 357-370 - Nick Dyer-Witheford, Greig de Peuter:
Postscript: Gaming While Empire Burns. 371-380
Volume 16, Number 4, June 2021
- Brian McKernan:
Digital Texts and Moral Questions About Immigration: Papers, Please and the Capacity for a Video Game to Stimulate Sociopolitical Discussion. 383-406 - Ashley P. Jones:
The Haunting Aesthetics of Tacoma. 407-418 - Andrew Brady, Garry Prentice:
Are Loot Boxes Addictive? Analyzing Participant's Physiological Arousal While Opening a Loot Box. 419-433 - Jeff Biegun, Jason D. Edgerton, Lance W. Roberts:
Measuring Problem Online Video Gaming and Its Association With Problem Gambling and Suspected Motivational, Mental Health, and Behavioral Risk Factors in a Sample of University Students. 434-456 - Alesja Serada, Tanja Sihvonen, J. Tuomas Harviainen:
CryptoKitties and the New Ludic Economy: How Blockchain Introduces Value, Ownership, and Scarcity in Digital Gaming. 457-480 - Vanessa Hemovich:
It Does Matter If You Win or Lose, and How You Play the (Video) Game. 481-493
Volume 16, Number 5, July 2021
- Sandra Danilovic, Alex J. de Voogt:
Making Sense of Abstract Board Games: Toward a Cross-Ludic Theory. 499-518 - Paul Atkinson, Farzad Parsayi:
Video Games and Aesthetic Contemplation. 519-537 - Joshua Stevens:
Child of the Elder Blood: A Semiotics of Folklorism in the Soundtrack of The Witcher 3: Wild Hunt. 538-556 - Rania Magdi Fawzy:
Let's Play News!: An SFL Approach to Aesthetic Interactivity of Gamified News. 557-582 - Weimin Toh, Fei Victor Lim:
Using Video Games for Learning: Developing a Metalanguage for Digital Play. 583-610 - Camila Caro, Masa Popovac:
Gaming When Things Get Tough? Examining How Emotion Regulation and Coping Self-Efficacy Influence Gaming During Difficult Life Situations. 611-631
Volume 16, Number 6, September 2021
- Adam Jerrett, Peter Howell, Neil Dansey:
Developing an Empathy Spectrum for Games. 635-659 - Kristian Redhead Ahm:
(Re)Playing (with) Video game History: Moving beyond Retrogaming. 660-680 - Brody J. Ruihley, Andrew C. Billings, Nick Buzzelli:
A Swiftly Changing Tide: Fantasy Sport, Gambling, and Alternative Forms of Participation. 681-701 - Mark Brown, Sky LaRell Anderson:
Designing for Disability: Evaluating the State of Accessibility Design in Video Games. 702-718 - Lucy A. Sparrow, Martin R. Gibbs, Michael Victor Arnold:
Ludic Ethics: The Ethical Negotiations of Players in Online Multiplayer Games. 719-742 - Felix Lebed:
Play and Spiel are not the Same: Anti-Wittgensteinian Arguments and Consideration of Game as a Kind of Human Play. 743-761 - Mia Consalvo, Dan Staines:
Reading Ren'Py: Game Engine Affordances and Design Possibilities. 762-778
Volume 16, Number 7, November 2021
- Allen Copenhaver, O. Hayden Griffin:
White-Collar Criminality Within the Video Game Industry. 783-797 - Benjamin Bigl, Christoph Schlegelmilch:
Are Video Games Still a Boys' Club? How German Public Television Covers Video Games. 798-819 - Alexander Lambrow:
The Seriousness of Play: Johan Huizinga and Carl Schmitt on Play and the Political. 820-834 - Olli Sotamaa:
Studying Game Development Cultures. 835-854 - Andrew Reinhard:
Archeology of Abandoned Human Settlements in No Man's Sky: A New Approach to Recording and Preserving User-Generated Content in Digital Games. 855-884 - Gregory Blomquist:
Postmodern Medusa: The Monstrous-Feminine in StarCraft II: Heart of the Swarm. 885-906 - Jeffrey A. Stone:
Uncovering the Meaning: Exploring Semantic Differences in US Perceptions of "Gamer" and Game Players. 907-931 - Andrew P. Young:
The Limits of Memory in Disavowed: Interference, Military Execution, and the Dishonored Dead. 932-946
Volume 16, Number 8, December 2021
- Michal Mochocki:
Heritage Sites and Video Games: Questions of Authenticity and Immersion. 951-977 - Umer Hussain, Bo Yu, George B. Cunningham, Gregg Bennett:
"I Can be Who I Am When I Play Tekken 7": E-sports Women Participants from the Islamic Republic of Pakistan. 978-1000 - Mark Richard Johnson:
Behind the Streams: The Off-Camera Labour of Game Live Streaming. 1001-1020 - Julian Kreissl, Daniel Possler, Christoph Klimmt:
Engagement With the Gurus of Gaming Culture: Parasocial Relationships to Let's Players. 1021-1043 - Premeet Sidhu, Marcus Carter:
Pivotal Play: Rethinking Meaningful Play in Games Through Death in Dungeons & Dragons. 1044-1064 - Souvik Mukherjee:
Crab-Rangoons in Kyrat: (Re)Writing South-Asian History in Far Cry 4. 1065-1086 - Eduardo H. Luersen, Mathias Fuchs:
Ruins of Excess: Computer Game Images and the Rendering of Technological Obsolescence. 1087-1110
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