Browse Title Index

Issue Title
Vol 2, No 2 (2008) The 3D Story Abstract   HTML   PDF
Tamer Thabet
Vol 4, No 1 (2010) The Computer Game as a Somatic Experience Abstract   HTML   PDF
Henrik Smed Nielsen
Vol 8, No 1 (2014) The Eternal Recurrence of All Bits: How Historicizing Video Game Series Transform Factual History into Affective Historicity Abstract   HTML   PDF
Tobias Winnerling
Vol 7, No 1 (2013) The gendered identity of women in the games industry Abstract   HTML   PDF
Julie Prescott, Jan Bogg
Vol 2, No 1 (2008) The Impact of Nintendo's "For Men" Advertising Campaign on a Potential Female Market Abstract   HTML   PDF
Gareth Schott, Siobhan Thomas
Vol 4, No 1 (2010) The Museology of Computergames—An interview with the curator of the Computerspiele Museum, Andreas Lange, and art historian and archivist Dr. Winfried Bergmeyer, Berlin. Abstract   HTML   PDF
Claudia Costa Pederson
Vol 5, No 1 (2011) The Performance of Gameplay: Developing a Ludoliteracy Abstract   HTML   PDF
Drew Davidson
Vol 3, No 1 (2009) The pleasurable lightness of being: Interface, mediation and meta-narrative in Lucasfilm's Loom Abstract   HTML   PDF
Jaroslav Švelch
Vol 6, No 1 (2012) The Professional Identity of Gameworkers Revisited. A Qualitative Inquiry on the Case Study of German Professionals Abstract   HTML   PDF
Jeffrey Wimmer, Tatiana Sitnikova
Vol 5, No 1 (2011) The Role of Fantasy in Video Games: A Reappraisal Abstract   HTML   PDF
Liam Murray, John Maher
Vol 5, No 1 (2011) The Sentimental Mood of All Star Baseball 2004 Abstract   HTML   PDF
Abe Stein
Vol 6, No 1 (2012) The Winding Road to Discovery: A Review of Gaming Matters: Gaming Matters: Art, Science, Magic, and the Computer Game Medium Abstract   HTML   PDF
Virginia F. Holmes
Vol 2, No 1 (2008) Theorizing gender and digital gameplay: Oversights, accidents and surprises Abstract   HTML   PDF
Jennifer Jenson, Suzanne de Castell
Vol 1, No 1 (2007) Think smooth! The challenges, pleasures and pitfalls of WarioWare: Smooth Moves Details   HTML   PDF
Doris Carmen Rusch
Vol 2, No 2 (2008) 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
Vol 2, No 1 (2008) Two Halves of Play - Simulation versus Abstraction and Transformation in Sports Videogames Design Abstract   HTML   PDF
Fares Kayali, Peter Purgathofer
Vol 8, No 1 (2014) Types and Bytes. Ludic Seriality and Digital Typography Abstract   HTML   PDF
Lisa Gotto
Vol 6, No 1 (2012) Urban Games to Design the Augmented City Abstract   HTML   PDF
Vanessa De Luca, Maresa Bertolo
Vol 2, No 2 (2008) Using Literary Theory to Read Games: Power, Ideology, and Repression in Atlus’ Growlanser: Heritage of War Abstract   HTML   PDF
Johansen Quijano-Cruz
Vol 3, No 2 (2009) Video Game Genre, Evolution and Innovation Abstract   HTML   PDF
Dominic Arsenault
Vol 2, No 2 (2008) Video Game Play Effects on Dreams: Self-Evaluation and Content Analysis Abstract   HTML   PDF
Jayne Isabel Gackenbach, Beena Kuruvilla
Vol 6, No 1 (2012) What Makes an MMORPG Leader? A Social Cognitive Theory-Based Approach to Understanding the Formation of Leadership Capabilities in Massively Multiplayer Online Role-Playing Games Abstract   HTML   PDF
Andrew Ee, Hichang Cho
Vol 4, No 1 (2010) Why so serious? On the relation of serious games and learning Abstract   HTML   PDF
Johannes S. Breuer, Gary Bente
Vol 1, No 1 (2007) ‘Translating Narrative into Code’ – Thoughts on a Technology-Centric Model of Digital Games as Programmable Media Abstract   PDF   HTML
Stefan Werning
Vol 8, No 1 (2014) “Did you shoot the girl in the street?” – On the Digital Seriality of The Walking Dead Abstract   HTML   PDF
Maria Sulimma
101 - 125 of 129 Items << < > >>