<p>Distribution, Deckbuilding, and Design in Star Wars: The Card Game<br> <em>Nick Bestor</em></p>
<p>No Time to Waste: Kairos in T.I.M.E Stories <br> <em>Sven Dwulecki</em></p>
<p>Seeing but not observing with Sherlock Holmes the Consulting Detective<br> <em>Tapani N. Joelsson</em></p>
<p>Why should I play to win if I can pay to win?: Economic inequality and its influence on the experience of non-digital games<br> <em>Patrick Maisenhölder</em></p>
<p>Stacking Magic: The Flexible Simplicity of Analog Rules<br> <em>Eric Murnane & Kenton Howard</em></p>
<p>Sketchventor: Evolving Ideations by Design<br> <em>Anthony Pellicone, Kathryn Kaczmarek Frew, Elizabeth Bonsignore, Derek Hansen, Skylar Hoffman, & Kari Kraus</em></p>
<p>From a Board Game to a Drinking Game: One Biography of the Finnish Board Game Kimble<br> <em>Lilli Sihvonen</em></p>
<p>The Lord of the Rings: The Card Game A Machine That Generates Possible Worlds<br> <em>Michał Żmuda</em></p>