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
History
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