Well Played: volume 4 number 1
Sean Duncan and Caro Williams et al. 2015




Sean Duncan, Guest Editor

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
Caro Williams, Guest Editor

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

*These essays were part of the Well Played Sessions at GLS 10, the 2014 Games+Learning+Society Conference in Madison, WI, as well as the Well Played Sessions at the 2014 DiGRA conference in Salt Lake City, UT.

This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 2.5 License

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ISSN 2164-344X (Print)
ISSN 2164-3458 (Online)