<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>
History
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