Vol 4, No 2 (2010)
Table of Contents
Perspectives
Preface: A Community of Players | HTML PDF |
Judd Ruggill, Randall James Nichols, Ryan M. Moeller, Ken S. McAllister | 133 |
Hyper-Ludicity, Contra-Ludicity, and the Digital Game | HTML PDF |
Steven Conway | 135-147 |
Screening Play: Rules, Wares, and Representations in “Realistic” Video Games | HTML PDF |
Ian Reyes, Suellen Adams | 149-166 |
Playing the Second World War: Call of Duty and the Telling of History | HTML PDF |
Harrison Gish | 167-180 |
Strategy Computer Games and Discourses of Geopolitical Order | HTML PDF |
Rolf F. Nohr | 181-195 |
Removing the Checks and Balances That Hamper Democracy: Play and the Counter-hegemonic Contradictions of Grand Theft Auto IV | HTML PDF |
Marc Ouellette | 197-213 |
Commodifying Scarcity: Society, Struggle, and Spectacle in World of Warcraft | HTML PDF |
Kevin Moberly | 215-235 |
Really Fake: The Magic Circle, the Mundane Circle, and the Everyday | HTML PDF |
Joshua Zimmerman | 237-251 |
Articles
Strange Reality: On Glitches and Uncanny Play | HTML PDF |
Eben G. Holmes | 255-276 |
Designing and Implementing an Assessment Plan for a Virtual Engineering Lab | HTML PDF |
Marilee J. Bresciani, Khaled Morsi, Mark Tucker, Mark Siprut, Kris Stewart, Allison Duncan | 277-285 |
Online Gaming and the Social Construction of Virtual Victimization | HTML PDF |
Steven Downing | 287-301 |
Digital Historicism: Archival Footage, Digital Interface, and Historiographic Effects in Call of Duty: World at War | HTML PDF |
Jaimie Rachel Baron | 303-314 |
Game Characters as Narrative Devices. A Comparative Analysis of Dragon Age: Origins and Mass Effect 2 | HTML PDF |
Kristine Jørgensen | 315-331 |
Reviews
Book Review: The Mergence of Spaces by Elke Hemminger | HTML PDF |
Arne Schröder | 335-338 |