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Games, Volume 15
Volume 15, Number 1, January 2020
- Constance Steinkuehler:
Esports Research: Critical, Empirical, and Historical Studies of Competitive Videogame Play. 3-8 - Akira Matsui, Anna Sapienza, Emilio Ferrara:
Does Streaming Esports Affect Players' Behavior and Performance? 9-31 - Jason G. Reitman, Maria J. Anderson-Coto, Minerva Wu, Je Seok Lee, Constance Steinkuehler:
Esports Research: A Literature Review. 32-50 - Rory Summerley:
The Development of Sports: A Comparative Analysis of the Early Institutionalization of Traditional Sports and E-Sports. 51-72 - Donghee Yvette Wohn, Guo Freeman:
Live Streaming, Playing, and Money Spending Behaviors in eSports. 73-88
Volume 15, Number 2, March 2020
- Fraser Allison, Marcus Carter, Martin R. Gibbs:
Word Play: A History of Voice Interaction in Digital Games. 91-113 - Heikki Tyni:
Double Duty: Crowdfunding and the Evolving Game Production Network. 114-137 - Daniel Muriel, Garry Crawford:
Video Games and Agency in Contemporary Society. 138-157 - Juan J. Vargas-Iglesias:
Making Sense of Genre: The Logic of Video Game Genre Organization. 158-178 - Antranig Arek Sarian:
Paradox and Pedagogy in The Stanley Parable. 179-197 - Katherine J. E. Hewett, Bethanie C. Pletcher, Guang Zeng:
The 21st-Century Classroom Gamer. 198-223
Volume 15, Number 3, May 2020
- Patricio E. Ramírez-Correa, Francisco Javier Rondán-Cataluña, Jorge Arenas-Gaitán:
A Posteriori Segmentation of Personal Profiles of Online Video Games' Players. 227-247 - Benjamin Burroughs:
Statistics and Baseball Fandom: Sabermetric Infrastructure of Expertise. 248-265 - Jennifer R. Whitson:
What Can We Learn From Studio Studies Ethnographies?: A "Messy" Account of Game Development Materiality, Learning, and Expertise. 266-288 - Nataska Statham:
Use of Photogrammetry in Video Games: A Historical Overview. 289-307 - Chris Bishop:
Reading Antiquity in Metro Redux. 308-327 - Tim Wulf, Frank M. Schneider, Stefan Beckert:
Watching Players: An Exploration of Media Enjoyment on Twitch. 328-346
Volume 15, Number 4, June 2020
- Riikka Turtiainen, Usva Friman, Maria Ruotsalainen:
"Not Only for a Celebration of Competitive Overwatch but Also for National Pride": Sportificating the Overwatch World Cup 2016. 351-371 - Astrid Ensslin, Tejasvi Goorimoorthee:
Transmediating Bildung: Video Games as Life Formation Narratives. 372-393 - Pontus Strimling, Seth Frey:
Emergent Cultural Differences in Online Communities' Norms of Fairness. 394-410 - Sidney V. Irwin, Anjum Naweed:
BM'ing, Throwing, Bug Exploiting, and Other Forms of (Un)Sportsmanlike Behavior in CS: GO Esports. 411-433 - Marcus Carter:
Valuing Play in Survivor: A Constructionist Approach to Multiplayer Games. 434-452 - Marcus Carter, Kyle Moore, Jane Mavoa, Heather Horst, Luke Gaspard:
Situating the Appeal of Fortnite Within Children's Changing Play Cultures. 453-471
Volume 15, Number 5, July 2020
- Ronen Shay, Anthony Palomba:
First-Party Success or First-Party Failure? A Case Study on Audience Perceptions of the Nintendo Brand During the Wii U's Product Life Cycle. 475-500 - Christopher Ball, Kuo-Ting Huang, Shelia R. Cotten, R. V. Rikard:
Gaming the SySTEM: The Relationship Between Video Games and the Digital and STEM Divides. 501-528 - Stephanie Harkin:
"The Only Thing You've Managed to Break So Far Is My Heart": An Analysis of Portal's Monstrous Mother GLaDOS. 529-543 - Fraser McKissack, Lawrence May:
Running With the Dead: Speedruns and Generative Rupture in Left 4 Dead 1 and 2. 544-564 - Nicolas Besombes, Pauline Maillot:
Body Involvement in Video Gaming as a Support for Physical and Cognitive Learning. 565-584
Volume 15, Number 6, September 2020
- Juan J. Vargas-Iglesias, Luis Navarrete-Cardero:
Beyond Rules and Mechanics: A Different Approach for Ludology. 587-608 - Lasse Juel Larsen, Bo Kampmann Walther:
The Ontology of Gameplay: Toward a New Theory. 609-631 - Bonnie Ruberg:
Straight Paths Through Queer Walking Simulators: Wandering on Rails and Speedrunning in Gone Home. 632-652 - Kristine Levan, Carla Cesaroni, Steven Downing:
(Mis)Representations of Prison: Gender- and Prison-Themed Video Games. 653-669 - Filip Jankowski:
The Presence of Female Designers in French Video Game Industry, 1985-1993. 670-684 - Juho Kahila, Teemu Valtonen, Matti Tedre, Kati Mäkitalo, Olli Saarikoski:
Children's Experiences on Learning the 21st-Century Skills With Digital Games. 685-706 - Ben Egliston:
Quantified Play: Self-Tracking in Videogames. 707-729 - Sarah Stang, Aaron Trammell:
The Ludic Bestiary: Misogynistic Tropes of Female Monstrosity in Dungeons & Dragons. 730-747
Volume 15, Number 7, November 2020
- Margaret-Anne Hutton, Matthew Barr:
Introduction: A Literary Studies/Games Studies Conversation. 751-756 - Rob Gallagher:
Volatile Memories: Personal Data and Post Human Subjectivity in The Aspern Papers, Analogue: A Hate Story and Tacoma. 757-771 - Emma Reay:
Kideogames: Reimagining the Fringe of Literary Studies as the Forefront. 772-788 - Mona Bozdog, Dayna Galloway:
Worlds at Our Fingertips: Reading (in) What Remains of Edith Finch. 789-808 - Darshana Jayemanne:
Chronotypology: A Comparative Method for Analyzing Game Time. 809-824 - Claudia Rossignoli:
Playing the Afterlife: Dante's Otherworlds in the Gaming Age. 825-849
Volume 15, Number 8, December 2020
- Peter D. McDonald:
The Principle of Division in Roger Caillois's Man, Play and Games. 855-873 - Evelyn C. Chew, Alex Mitchell:
Bringing Art to Life: Examining Poetic Gameplay Devices in Interactive Life Stories. 874-901 - Carlo Perrotta, Chris Bailey, Jim Ryder, Mata Haggis-Burridge, Donatella Persico:
Games as (Not) Culture: A Critical Policy Analysis of the Economic Agenda of Horizon 2020. 902-922 - Jedd Hakimi:
"Why Are Video Games So Special?": The Supreme Court and the Case Against Medium Specificity. 923-942 - Steven Conway:
Poisonous Pantheons: God of War and Toxic Masculinity. 943-961 - Lars de Wildt, Thomas H. Apperley, Justin Clemens, Robbie Fordyce, Souvik Mukherjee:
(Re-)Orienting the Video Game Avatar. 962-981 - David O. Dowling, Christopher Goetz, Daniel Lathrop:
One Year of #GamerGate: The Shared Twitter Link as Emblem of Masculinist Gamer Identity. 982-1003 - Matthew E. Perks:
How Does Games Critique Impact Game Design Decisions? A Case Study of Monetization and Loot Boxes. 1004-1025
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