Well Played -- Vol.5, No.2
Year: 2024
Type: article
Abstract: PART 1: DIGRA EVE is Real: How conceptions of the 'real'affect and reflect an online game community Playing Across Media: Exploring Transtextuality in Competitive Games and eSports Authentic Portrayals of Game Culture? AContent Analysis of the Crowd-funded YouTube Documentary The Smash Brothers PART 2: GAMES LEARNING SOCIETY Love Is a Battlefield: A Comparative Analysis of Love as a Game Mechanic and Sartre’s Being and Nothingness Rocksmith 2014 – 60 Days of Variety,Feedback and Missions Intergenerational Gaming in Kerbal Space Program How I Learned to Stop Worrying and Love Youth AR Game Creation He Was The Most...Human: Ethical Play in Doki Doki Universe Prepare to Suffer with Paul & Mo: Let’s Play as Well Played “Any% No Sketch Glitch”: Speedrunning Final Fantasy VI and Expanding “Well Played” Ingress Well-Played: City as MMO Finding the beat: Cycles of expertise in rhythm games
DOI: 10.1184/r1/6687041
Author: Davidson, Drew
Institution: Carnegie Mellon University
Language: English
Topic: Digital Games and Media
Subfield: Sociology and Political Science
Field: Social Sciences
Domain: Social Sciences
Open Access status: green
OpenAlex ID: W2691497138
