Table of Contents
Introduction
| Introduction | HTML PDF |
| Gareth Schott | 157-158 |
Articles
| Using Literary Theory to Read Games: Power, Ideology, and Repression in Atlus’ Growlanser: Heritage of War | Abstract HTML PDF |
| Johansen Quijano-Cruz | 161-168 |
| Video Game Play Effects on Dreams: Self-Evaluation and Content Analysis | Abstract HTML PDF |
| Jayne Isabel Gackenbach, Beena Kuruvilla | 169-186 |
| “You Are Dead. Continue?”: Conflicts and Complements in Game Rules and Fiction | Abstract HTML PDF |
| Jason Tocci | 187-201 |
| A Review of Agent Emotion Architectures | Abstract HTML PDF |
| Stuart Ian Slater, Robert Moreton, Kevan Buckley, Andrew Bridges | 203-214 |
| Thinking out of the box (and back in the plane). Concepts of space and spatial representation in two classic adventure games. | Abstract HTML PDF |
| Connie Veugen, Felipe Quérette | 215-239 |
| “We don’t want it changed, do we?” - Gender and Sexuality in Role Playing Games | Abstract HTML PDF |
| Arne Schröder | 241-256 |
Interviews
| “Play belongs to Everybody”: An interview with the Ludica Collective | HTML PDF |
| Cindy Poremba | 259-285 |
Reviews
| Mass(ively) Effect(ive): Emotional Connections, Choice, and Humanity | Abstract HTML PDF |
| Natalie M. Ward | 289-292 |
| Grand Theft Auto IV Considered as an Atrocity Exhibition | Abstract HTML PDF |
| Martin Pichlmair | 293-296 |
| The 3D Story | Abstract HTML PDF |
| Tamer Thabet | 297-302 |