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Games and Culture, Volume 19
Volume 19, Number 1, January 2024
- Zishan Lai, Tingting Liu:
"Protecting our female gaze rights": Chinese Female Gamers' and Game Producers' Negotiations with Government Restrictions on Erotic Material. 3-23 - Ashley P. Jones:
Angel Anxiety: Alice Angel as the Uncanny Presence in Bendy and the Ink Machine. 24-37 - Atene Mendelyte:
Thought Experiments in Video Games: Exploring the (Un)Ethics of Motherhood in Frictional Games' Amnesia: Rebirth. 38-54 - Sam Andrews:
The 'First Person Shooter' Perspective: A Different View on First Person Shooters, Gamification, and First Person Terrorist Propaganda. 55-74 - María Eugenia Larreina-Morales:
How Accessible is This Video Game? An Analysis Tool in Two Steps. 75-93 - Hiranya Mukherjee:
"Fear the Old Blood": The Gothicism of Bloodborne. 94-115 - Isha Bihari, Debashis Pattanaik:
Professional Gaming and Pro-Gamers: What Do We Know So Far? A Systematic Review. 116-135
Volume 19, Number 2, March 2024
- Ömer Kemal Buhari:
Dates, Carpets, and Pearl Necklaces: The Case of Anno 1404s Exotic Orientalism. 139-157 - Inge van de Ven:
It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games. 158-177 - Pieter J. B. J. Van den Heede:
Replaying Wartime Résistance? Studying Ludic Memory-Making in the Open World Game The Saboteur. 178-198 - Morgan James Steele:
Chippin' In: An Analysis of the Criminological Concepts Within Cyberpunk 2077. 199-217 - James Cartlidge:
Interpreting Dwarf Fortress: Finitude, Absurdity, and Narrative. 218-236 - Nilüfer Zeybek, Elif Saygi:
Gamification in Education: Why, Where, When, and How? - A Systematic Review. 237-264
Volume 19, Number 3, 2024
- Craig G. Anderson, Amanda L. L. Cullen:
Failing to See a Difference: Closing a Gender Gap in a Challenging Video Game. 267-285 - Nicholas David Bowman, Alexander Vandewalle, Rowan Daneels, Yoon Esther Lee, Siyang Chen:
Animating a Plausible Past: Perceived Realism and Sense of Place Influence Entertainment of and Tourism Intentions From Historical Video Games. 286-308 - Aya Younis, Jana Fedtke:
"You've Been Living Here For as Long as You Can Remember": Trauma in OMORI's Environmental Design. 309-336 - Logan Brown:
Rethinking Remakes: Value and Culture in Video Game Temporalization. 337-356 - Jeff Coon, Alexander Etz, Gregory Scontras, Barbara W. Sarnecka:
Esports as a Cultural Microcosm for Studying Psycholinguistics. 357-372 - Francis Butterworth-Parr:
Machphrasis: Towards a Poetics of Video Games in Contemporary Literary Culture. 373-390 - Itziar Zorrakin-Goikoetxea:
Survey on Localization From the Development Perspective. 391-415
Volume 19, Number 4, 2024
- Aabir Sen:
"We're All Mad Here!": Becoming God in Bloodborne. 419-432 - Alex Grunberg:
The Ones Who Walk Away from Hallownest: Hollow Knight's Radical Response to the Omelas Dilemma. 433-448 - Tereza Fousek Krobová, Jan Svelch:
"Never Good Enough": Player Identities, Experiences, and Coping Strategies of Women in Czech Video Game Journalism. 449-468 - Garrison Wells, Agnes Romhanyi, Jason G. Reitman, Reginald T. Gardner, Kurt Squire, Constance Steinkuehler:
Right-Wing Extremism in Mainstream Games: A Review of the Literature. 469-492 - Steven Harris, Nicholas Caldwell:
A Transfiguration Paradigm for Quest Design. 493-512 - Robert Letizi, Callan Norman:
"You Took That From Me": Conspiracism and Online Harassment in the Alt-Fandom of The Last of Us Part II. 513-534 - Jaswanth Arthimalla:
Rescripting of the Genre Through Greek Mythology in Hades. 535-545
Volume 19, Number 5, 2024
- Gaia Amadori:
Gaming for Ecological Activism: A Multidimensional Model for Networks Articulated Through Video Games. 551-570 - Sky LaRell Anderson:
Video Game Accessibility Defined Through Advocacy: How the Websites AbleGamers.org and CanIPlayThat.com Use the Word Accessibility. 571-586 - Bo Wang, Zhenlin Gao, Mohammad Shidujaman:
Meaningful Place: A Phenomenological Approach to the Design of Spatial Experience in Open-world Games. 587-610 - Daniel Possler, Rowan Daneels, Nicholas David Bowman:
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives. 611-633 - Rob Mayo:
Ludic Mechanics, Psychic Mechanisms and Explorations of "Inner Space" in Mindwheel and Psychonauts. 634-649 - Piotr Siuda, Dariusz Regula, Jakub Majewski, Anna Kwapiszewska:
Broken Promises Marketing. Relations, Communication Strategies, and Ethics of Video Game Journalists and Developers: The Case of Cyberpunk 2077. 650-669 - Senya Wong, Rabindra A. Ratan:
How Does Exposure to General and Sexual Harassment Relate to Female Gamers' Coping Strategies and Mental Health? 670-689
Volume 19, Number 6, 2024
- Maarten Denoo, Bruno Dupont, Bieke Zaman, Eva Grosemans, Steven Malliet:
Making Complexity Measurable in Practice: A Formal Analysis of Gamble-Play media. 695-721 - Alexander Vandewalle, Steven Malliet, Kristoffel Demoen:
Playing with Character: A Framework of Characterization in Video Games. 722-742 - Nicky Heijmen, Joost Vervoort:
It's Not Always About You: The Subject and Ecological Entanglement in Video Games. 743-760 - Steven Dashiell:
Symbolic Violence in the Language of Game Descriptions of Blackness: The Case of Pathfinder. 761-782 - Jackson McLaren:
Towards Representational Adequacy: A Critical Analysis of Transgender Representation in Tell Me Why. 783-803 - Brendan Keogh, Taylor Hardwick:
Creative, Technical, Entrepreneurial: Formative Tensions in Game Development Higher Education. 804-826
Volume 19, Number 7, 2024
- Dragos-Mihai Obreja:
Video Games as Social Institutions. 831-850 - Melissa L. Allen:
"How is it that Someone Like You: paragon, Damn Near Saint; Could Love this World so Damn Much but No One in It?": Horizon Zero Dawn's Aloy and the Disruption of Hetero-Amatonormative Benevolent Sexism in Female-led Games. 851-871 - Pablo Fraile-Jurado:
Geographical Aspects of Open-World Video Games. 872-896 - Laureline Chiapello:
Experience, Rationality, Situation and Fallibilism: Establishing a Feminist Pragmatist Epistemology in Game Studies. 897-915 - Samantha Close:
Esports Cannot Defeat Homophobia With Capitalism. 916-932 - Dane Marco Di Cesare, Shelley L. Craig, Ashley S. Brooks, Kaitrin Doll:
Setting the Game Agenda: Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth. 933-953 - Erratum. 954
Volume 19, Number 8, 2024
- Phil Wintle:
Mutants and Zombies Everywhere! Or Villains, Violence, and Selfishness: Questions of Humanity in the Post-apocalyptic (Pandemic) Video Game. 959-980 - Caitlin Cole, Roberto H. Parada, Erin Mackenzie:
Why and How to Define Educational Video Games? 981-999 - Ryan Banfi:
Gaming I, II, and III: Arcades, Video Game Systems, and Modern Game Streaming Services. 1000-1037 - Johan Kalmanlehto:
Aesthetics of Agency and the Rhythm of Gameplay. 1038-1054 - Zlatko Bukac, Mario Katic:
"A Legend From Before You Were Born": Final Fantasy VII, Folklore, and Popular Culture. 1055-1070 - Mark Hines:
"A Crown is Warranted With Strength": Bosses, Fantasy, and Democracy in Elden Ring. 1071-1086 - Corrigendum to "It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games". 1087
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