Well Played: volume 5 number 2
Drew Davidson et al. 2016

 

 

 

Part 1: DiGRA

EVE is Real: How conceptions of the 'real' affect and reflect an online game community
Marcus Carter, Kelly Bergstrom, Nick Webber, Oskar Milik

Playing Across Media: Exploring Transtextuality in Competitive Games and eSports
Ben Egliston

Authentic Portrayals of Game Culture? A Content Analysis of the Crowd-funded YouTube Documentary The Smash Brothers
Ahmed Elmezeny, Jeffrey Wimmer

PART 2: Games Learning Society

Love Is a Battlefield: A Comparative Analysis of Love as a Game Mechanic and Sartre’s Being and Nothingness
Kyrie Eleison H. Caldwell

Rocksmith 2014 – 60 Days of Variety, Feedback and Missions
Osvaldo Jiménez

Intergenerational Gaming in Kerbal Space Program
Eric Klopfer, Oren Klopfer

How I Learned to Stop Worrying and Love Youth AR Game Creation
Judy Perry, Bob Coulter, Juan Rubio, Chris Holden

He Was The Most...Human: Ethical Play in Doki Doki Universe
Kenneth Rosenberg

Prepare to Suffer with Paul & Mo: Let’s Play as Well Played
Moses Wolfenstein, Paul Berberich

“Any% No Sketch Glitch”: Speedrunning Final Fantasy VI and Expanding “Well Played”
Lucas Cook, Sean Duncan

Ingress Well-Played: City as MMO
Elizabeth Lane Lawley

Finding the beat: Cycles of expertise in rhythm games
Kevin Miklasz

*These essays were part of the Well Played Sessions at GLS 11, the 2015 Games+Learning+Society Conference in Madison, WI, as well as the Well Played Sessions at the 2015 DiGRA conference in Lüneburg, Germany.

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)