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Well Played -- Vol.5, No.2

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posted on 2024-10-28, 18:13 authored by Drew DavidsonDrew Davidson
<p>PART 1: DIGRA</p> <ul> <li>EVE is Real: How conceptions of the 'real'affect and reflect an online game community</li> <li>Playing Across Media: Exploring Transtextuality in Competitive Games and eSports</li> <li>Authentic Portrayals of Game Culture? AContent Analysis of the Crowd-funded YouTube Documentary The Smash Brothers</li> </ul> PART 2: GAMES LEARNING SOCIETY <ul> <li>Love Is a Battlefield: A Comparative Analysis of Love as a Game Mechanic and Sartre’s Being and Nothingness</li> <li>Rocksmith 2014 – 60 Days of Variety,Feedback and Missions</li> <li>Intergenerational Gaming in Kerbal Space Program How I Learned to Stop Worrying and Love Youth AR Game Creation</li> <li>He Was The Most...Human: Ethical Play in Doki Doki Universe</li> <li>Prepare to Suffer with Paul & Mo: Let’s Play as Well Played</li> <li>“Any% No Sketch Glitch”: Speedrunning Final Fantasy VI and Expanding “Well Played”</li> <li>Ingress Well-Played: City as MMO</li> <li>Finding the beat: Cycles of expertise in rhythm games</li> </ul>

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Publisher Statement

TEXT: The text of this work is licensed under a Creative Commons Attribution-Non Commercial-Non Derivative 2.5 License(http://creativecommons.org/licenses/by-nc-nd/2.5/) IMAGES: All images appearing in this work are property of the respective copyright owners, and are not released into the Creative Commons. Therespective owners reserve all rights.

Date

2016-05-19

Publisher

Carnegie Mellon University: ETC Press, Pittsburgh, PA

Page Count

240

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