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Games, Volume 1
Volume 1, Number 1, January 2006
- Toby Miller:
Gaming for Beginners. 5-12 - Dmitri Williams:
Why Game Studies Now? Gamers Don't Bowl Alone. 13-16 - Celia Pearce:
Productive Play: Game Culture From the Bottom Up. 17-24 - Greg Lastowka:
Law and Games Studies. 25-28 - Tom Boellstorff:
A Ludicrous Discipline? Ethnography and Game Studies. 29-35 - Yasmin B. Kafai:
Playing and Making Games for Learning: Instructionist and Constructionist Perspectives for Game Studies. 36-40 - Ian Bogost:
Comparative Video Game Criticism. 41-46 - David Myers:
Signs, Symbols, Games, and Play. 47-51 - Joost Raessens:
Playful Identities, or the Ludification of Culture. 52-57 - James Paul Gee:
Why Game Studies Now? Video Games: A New Art Form. 58-61 - Bart Simon:
Beyond Cyberspatial Flaneurie: On the Analytic Potential of Living With Digital Games. 62-67 - Nick Yee:
The Labor of Fun: How Video Games Blur the Boundaries of Work and Play. 68-71 - Patrick Crogan:
The Question of Computer Games. 72-77 - Henry Lowood:
Game Studies Now, History of Science Then. 78-82 - David J. Leonard:
Not a Hater, Just Keepin' It Real: The Importance of Race- and Gender-Based Game Studies. 83-88 - Cynthia Haynes:
Armageddon Army: Playing God, God Mode Mods, and the Rhetorical Task of Ludology. 89-96 - Constance Steinkuehler:
Why Game (Culture) Studies Now? 97-102 - Frans Mäyrä:
A Moment in the Life of a Generation (Why Game Studies Now?). 103-106 - Fred Turner:
Why Study New Games? 107-110 - Cory Ondrejka:
Finding Common Ground in New Worlds. 111-115 - Mark J. P. Wolf:
Game Studies and Beyond. 116-118 - Tanya Krzywinska:
The Pleasures and Dangers of the Game: Up Close and Personal. 119-122
Volume 1, Number 2, April 2006
- Barry Atkins:
What Are We Really Looking at?: The Future-Orientation of Video Game Play. 127-140 - Thomas M. Malaby:
Parlaying Value: Capital in and Beyond Virtual Worlds. 141-162 - Edward Castronova:
On the Research Value of Large Games: Natural Experiments in Norrath and Camelot. 163-186
Volume 1, Number 3, July 2006
- Constance Steinkuehler:
The Mangle of Play. 199-213 - Robert Alan Brookey, Paul Booth:
Restricted Play: Synergy and the Limits of Interactivity in The Lord of the Rings: The Return of the King Video Game. 214-230 - Adriana de Souza e Silva, Girlie Delacruz:
Hybrid Reality Games Reframed: Potential Uses in Educational Contexts. 231-251 - Anders Tychsen, Michael Hitchens, Thea Brolund, Manolya Kavakli:
Live Action Role-Playing Games: Control, Communication, Storytelling, and MMORPG Similarities. 252-275
Volume 1, Number 4, October 2006
- Tanya Krzywinska, Henry Lowood:
Guest Editors' Introduction. 279-280 - Nicolas Ducheneaut, Nick Yee, Eric Nickell, Robert J. Moore:
Building an MMO With Mass Appeal: A Look at Gameplay in World of Warcraft. 281-317 - T. L. Taylor:
Does WoW Change Everything?: How a PvP Server, Multinational Player Base, and Surveillance Mod Scene Caused Me Pause. 318-337 - Dmitri Williams, Nicolas Ducheneaut, Li Xiong, Yuanyuan Zhang, Nick Yee, Eric Nickell:
From Tree House to Barracks: The Social Life of Guilds in World of Warcraft. 338-361 - Henry Lowood:
Storyline, Dance/Music, or PvP?: Game Movies and Community Players in World of Warcraft. 362-382 - Tanya Krzywinska:
Blood Scythes, Festivals, Quests, and Backstories: World Creation and Rhetorics of Myth in World of Warcraft. 383-396 - Torill Elvira Mortensen:
WoW is the New MUD: Social Gaming from Text to Video. 397-413
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