The ETC Press is proud to announce the release of the Transactions of the Digital Games Research Association (Vol 5, No. 2), edited by Hanna Wirman.
Hanna Wirman is an associate professor of games and play design. Her research focuses on marginal and critical ways of playing and making games, including game fandom, serious games, diversity concerns and the design and research of animal play. Her work has been published in journals such as Game Studies, Television & New Media, Simulation & Gaming, Games and Culture, and Transformative Works and Cultures, and she is co-editor of Extending Experiences: Structure, Analysis and Design of Computer Game Player Experience (2008), with Olli Leino and Amyris Fernandez. Prior to moving to Denmark, Hanna worked 8 years at the School...
ToDIGRA is a quarterly, international, open access, refereed, multidisciplinary journal dedicated to research on and practice in all aspects of games. ToDiGRA captures the wide variety of research within the game studies community combining, for example, humane science with sociology, technology with design, and empirics with theory.
This special issue of ToDiGRA gathers revised versions of some of the best papers at the DiGRA 2019 conference held at the Ritsumeikan University in Kyoto, Japan. The theme of the conference was ‘Game, Play and the Emerging Ludo Mix’.
The ETC Press is proud to announce the release of Well Played, Vol. 10, No. 1: A Special Issue on Escape Rooms, edited by Clara Fernández-Vara and Ira Fay.
This special issue of Well-Played examines escapes rooms in both physical and digital forms.
Escape the Room games are popular all over the world, from New York to Kuala Lumpur, and have been created for all kinds of spaces. Although they are now thought of as a popular activity to do with friends, their origins are actually digital—its conventions derived from interactive fiction and point-and-click adventure games, and became its own genre of web games in the early 2000s.
Although reward structures have generally been successful in games, the types of rewards used in education typically impede the learning process. New forms of educational rewards, like badges and micro-credentials, have generally failed to take root because of deep-seated design constraints in schools- the fact that you are using a badge is far less important than how you use a badge. This book makes the case that games have used well-designed, meaningful, intrinsic reward structures, while educational systems have often used poorly-designed, meaningless, extrinsic reward structures.
The ETC Press is proud to announce the release of Intrinsic Rewards in Games and Learning, by Kevin Miklasz.
The Proceedings of the 2020 Connected Learning Summit features 23 peer-reviewed research papers accepted for presentation at the 2020 Connected Learning Summit. The Connected Learning Summit community was unable to gather as planned during the summer of 2020 for the annual conference due to the COVID-19 pandemic.
The Proceedings of the 2020 Connected Learning Summit features 23 peer-reviewed research papers accepted for presentation at the 2020 Connected Learning Summit.
This volume collects documentation of the 2019 International Conference on Interactive Digital Storytelling (ICIDS) Art Exhibition and new scholarly texts from the artists involved. The works collected here explore interactive storytelling through the broad lens of the curated theme: The Expression of Emotion in Humans and Technology.