Well Played -- Vol. 4, No. 1
Year: 2024
Type: article
Abstract: PART ONE: DIGRA Where’s BattleTech in MechWarrior Online? A Case Study in Game Adaptation Hans-Joachim Backe Cause No Trouble: The Experience of “Serious Fun” in Papers, Please Oscar Moralde Playing for the plot: Blindness, agency, and the appeal of narrative organization in Heavy Rain Fanny A. Ramirez Taking Apart the Provocation Machine: Ian Bogost's A Slow Year Thomas H. Rousse Spore’s Playable Procedural Content Generation Gillian Smith What Hockey Wants: Drama, Narrative, and Sports Jeff Watson PART TWO: GAMES LEARNING SOCIETY Elder Scrolls Online: How ESO encourages group formation and cooperative play Michelle Aubrecht, Jeff Kuhn, Justin Eames Acting in the Light and on Fayth: Ritualized Play in Journey and Final Fantasy X Kyrie Eleison H. Caldwell Well Played & Well Watched: Dota 2, Spectatorship, and eSports Chris Georgen Magic the Gathering: A Learning Game Designer’s Perspective Dan Norton For the Records – Understanding Mental Illness Through Metaphorical Games Doris C. Rusch Gaming a Non-Game? A Long Term (Self)-Experiment about FarmVille Heinrich Söbke The Stanley Parable Phil J. Dougherty III
Source: KiltHub Repository
DOI: 10.1184/r1/6687020
Author: Duncan, Sean
Language: English
Topic: Digital Games and Media
Subfield: Sociology and Political Science
Field: Social Sciences
Domain: Social Sciences
Open Access status: green
OpenAlex ID: W6884697430
