Well Played (Vol. 8, No. 1)

Connected Learning Summit 2018 Special Issue

by: Drew Davidson

The papers included in this special issue of Well Played were first presented as “well played” sessions during the 2018 Connected Learning Summit, held at the Massachusetts Institute of Technology, in August, 2018. In addition to this special issue, short abstracts associated with each paper are also included in the Proceedings of the 2019 Connected Learning Summit (ETC Press, 2019). 


Book Details

Pages

75

Cover Design

John Dessler

Language(s)

English

DOI

10.1184/R1/7680920

Product Dimensions

6 x 9

Imprint

ETC Press

The Well Played Journal is a forum for in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. It is a reviewed journal with CfPs for submissions that will be released on a regular basis with high-quality essays.

The papers included in this special issue of Well Played were first presented as “well played” sessions during the 2018 Connected Learning Summit, held at the Massachusetts Institute of Technology, in August, 2018. In addition to this special issue, short abstracts associated with each paper are also included in the Proceedings of the 2019 Connected Learning Summit (ETC Press, 2019). 

Articles:

  • The Logical Journey of Reimagining “Zoombinis”: Adventure, Research, and Computational Thinking by Dr. Jodi Asbell-Clarke, David Libby, Sarah Ditkoff, Peter Stidwill, & Scot Osterweil
  • The Architecture of Assassin’s Creed II’s Florence: An Analysis with the History-Game Relations (HGR)
  • Framework, by Gabriele Aroni
  • Players as Transitional Characters: How Youth Can “Breakaway” from Gender-Based Violence, by Hua Wang, Yishin Wu, Ji Hye Choi, & Ann DeMarle
  • Hearthstone: Managing Randomness and Collectible Card Game Playing as Collective Cognitive Achievement, by Nicholas Persa, Kurt Squire & Mike Tissenbaum