All Publications
Professors at Play AI Playbook
The Professors at Play AI PlayBook explores the intersection of playful pedagogy and AI in the higher education classroom. Through specific AI tools and examples, thi...Book Details
Professors at Play AI Playbook
Bluey is an award-winning animated children’s series centering on the titular Bluey: a curious, inexhaustible 7-year old (in human years) anthropomorphized Blue Heeler puppy, and her family - little...Book Details
The Psychgeist of Pop Culture – Bluey
The Psychgeist of Pop Culture: Umbrella Academy takes a deep dive into the world of the Hargreeves family and sheds new light on the gothic allure of this series. In this collection of essays, readers...Book Details
The Psychgeist of Pop Culture – The Umbrella Academy
ToDIGRA (https://todigra.org/) is a quarterly, international, open access, refereed, multidisciplinary journal dedicated to research on and practice in all aspects of games. ToDiGRA captures the wide ...Book Details
ToDiGRA: Nordic DiGRA Special Issue, VOL.7, NO.1
ToDIGRA (https://todigra.org/) is a quarterly, international, open access, refereed, multidisciplinary journal dedicated to research on and practice in all aspects of games. ToDiGRA captures the wide ...Book Details
ToDiGRA: Nordic DiGRA Special Issue, VOL.6, NO.3
Well Played is a concept of providing in-depth close readings of video games that parse out the various meanings found in the experience of playing a game. Around Halloween in 2020, the Well Played Jo...Book Details
Well Played Retrospective: The Past, Pandemic and Future of Video Games, Value and Meaning
Well Played on post-mortems on ar & vr games: volume 13 number 1 2024
Introduction
Drew Davidson
Paws and Presence: The Impact of a Quadrupedal Avatar on Virtual Reality Locomotion
Laureline C...Book Details
Well Played on post-mortems on ar & vr games: volume 13 number 1 2024
Well Played on esports and community: volume 12 number 1 2023
Barry Joseph, Stan Altman and Nick Fortugno
The City College of New York
Introduction: Esports as Community
Barry Joseph
Gaming Pathw...Book Details
Well Played on esports and community: volume 12 number 1 2023
Well Played on ethics: volume 11 number 1 2022
José P. Zagal
To Ethically Play Well
José P. Zagal
The Dilemmas of a Disco Cop 5: Ethically Well Played Experiences in Disco Elysium
Mia Consalvo,...Book Details
Well Played on ethics: volume 11 number 1 2022
Well Played on playable theatre: volume 10 number 2 2021
Celia Pearce and Nick Fortugno
Introduction: Building a Plane in Mid-Air
Celia Pearce
TPK in Elsinore: The Larp Inside Hamlet (2015)
Evan ...Book Details
Well Played on playable theatre: volume 10 number 2 2021
Well Played on escape rooms: volume 10 number 1 2021
Clara Fernández-Vara and Ira Fay
Introduction
Clara Fernández-Vara and Ira Fay
A Descriptive Schema for Escape Games
Mirek Stolee
Players...Book Details
Well Played on escape rooms: volume 10 number 1 2021
Well Played on the sporting mindset: volume 8 number 3 2019
John Sharp
Introduction
John Sharp
Exploring the Sporting Metagames of Competitive Android: Netrunner
Sean C. Duncan
Playing the Cross...Book Details
Well Played on the sporting mindset: volume 8 number 3 2019
Well Played on intergenerational play: volume 8 number 2 2019
Eric Klopfer
Introduction
Eric Klopfer
Games, Play, Meaning and Minecraft
Diane Carr & Cheesycat Puff
It is dangerous to play al...Book Details
Well Played on intergenerational play: volume 8 number 2 2019
Well Played connected learning summit: volume 8 number 1 2019
The Logical Journey of Reimagining “Zoombinis:” Adventure, Research, and Computational Thinking
Jodi Asbell-Clarke, David Libby, Sar...Book Details
Well Played connected learning summit: volume 8 number 1 2019
Well Played on meaningful play and games for social and emotional learning: volume 7 number 2 2018
Susan E. Rivers and Heidi McDonald
iThrive Games Founder’s Letter
Dorothy N. Batten
Introductio...Book Details
Well Played on meaningful play and games for social and emotional learning: volume 7 number 2 2018
Well Played on analog games: volume 7 number 1 2018
Ira Fay
Introduction
Ira Fay
Distribution, Deckbuilding, and Design in Star Wars: The Card Game
Nick Bestor
No Time to Waste: Kairos in T.I.M....Book Details
Well Played on analog games: volume 7 number 1 2018
Well Played: volume 6 number 3 2017
Agency, Identity, Sex, Gender, and Pokémon Go
Allison Bannister
So Close You Can Feel Her Prostitution, Proximity & Empathy in Grand Theft Auto 5
Elena Ber...Book Details
Well Played: volume 6 number 3 2017
Well Played on european videogames of the 1980s: volume 6 number 2 2017
Clara Fernández-Vara & Bennett Foddy
European Videogames of the 1980s
Clara Fernández-Vara & Bennett Foddy
Pac-M...Book Details
Well Played on european videogames of the 1980s: volume 6 number 2 2017
Well Played let's play: volume 6 number 1 2017
Moses Wolfenstein and Drew Davidson
Introduction
Moses Wolfenstein
Well Played let's play: 6.1 Videos
Who Needs Video Games? South Park Stick of Tru...Book Details
Well Played let’s play: volume 6 number 1 2017
Well Played: volume 5 number 2 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
Pl...Book Details
Well Played: volume 5 number 2 2016
Well Played: volume 5 number 1 2016
A Narrative Dream: The Unfinished Swan
Eric Guadara
Handling Differences in Skills between Parents and Children Playing Trine and Little Big Planet
Wolmet Baren...Book Details
Well Played: volume 5 number 1 2016
Introduction
Celia Pearce
From Pixel Babes to Active Agents – How to Fix the Lack of Diversity in Female Digital Game Characters
Usva Friman
I Choose You! Diversity in the Design of Pokémon
Am...Book Details
Well Played on diversity in games: volume 4 number 3 2015
Well Played on learning and games: volume 4 number 2 2015
Stephen Jacobs and Ira Fay
Introduction
Stephen Jacobs
Medulla: A 2D sidescrolling platformer game that teaches basic brain structure and ...Book Details
Well Played on learning and games: volume 4 number 2 2015
Well Played DiGRA & GLS: volume 4 number 1 2015
Sean Duncan and Caro Williams
PART ONE: DIGRA
Where’s BattleTech in MechWarrior Online? A Case Study in Game Adaptation
Hans-Joachim Backe
Ca...Book Details
Well Played DiGRA & GLS: volume 4 number 1 2015
Well Played seriously weird: volume 3 number 2 2015
Emily Flynn-Jones
Introduction
Emily Flynn-Jones
Part One: Out of Control
Weird WarioWare
Instructional Dissonance and Characterization ...Book Details
Well Played: volume 3 number 2 2015
Well Played: volume 3 number 1 2014
Assassin’s Creed III: The Complete Unofficial Guide, a Teacher’s Limited Edition
Wade Berger, Patrick Staley
Fiasco and Failure: Uncovering Hidden Rules ...Book Details
Well Played: volume 3 number 1 2014
Well Played on theories: volume 2 number 2 2013
John Sharp
Introduction
John Sharp
Inhabiting Games Well (If not Uncomfortably...)
Casey O’Donnell
Critical Literacy: Game Criticism for G...Book Details
Well Played on theories: volume 2 number 2 2013
Well Played: volume 2 number 1 2012
Stories from the Seats of Power: Chopper versus Chopper as dueling Travelogues
Matthew Thomas Payne, Michael Fleisch
Unbroken Immersion: The Skyrim Experienc...Book Details
Well Played: volume 2 number 1 2012
Creative Chaos: Lessons Learned on Inclusion & Innovation (2nd Edition)
Creative Chaos describes the dynamic process of collaborative design and development within interdisciplinary teams as ...Book Details
Creative Chaos: Lessons Learned on Inclusion & Innovation (2nd Edition)
Cross-Media Communications: An Introduction to the Art of Creating Integrated Media Experiences
This text is an introduction to the future of mass media and mass communications – cross-media comm...Book Details
Cross-Media Communications
Beyond Fun: Serious Games and Media
This book focuses on strategies for applying games, simulations and interactive experiences in learning contexts. The contributors orchestrated this collection t...Book Details
Beyond Fun
stories in between: narratives and mediums @ play
This is a unique text exploring the interplay between stories and media. The discussion focuses around the Myst narrative as it moves across media ...Book Details
stories in between: narratives and mediums @ play
Tabletop: Analog Game Design
In this volume, people of diverse backgrounds — tabletop game designers, digital game designers, and game studies academics — talk about tabletop games, game cultur...Book Details
Tabletop: Analog Game Design
Well Played 3.0: Video Games, Value and Meaning
Following on Well Played 1.0 and 2.0, this book is full of in-depth close readings of video games that parse out the various meanings to be found in ...Book Details
Well Played 3.0
Well Played 2.0: Video Games, Value and Meaning
Following on Well Played 1.0, this book is full of in-depth close readings of video games that parse out the various meanings to be found in the expe...Book Details
Well Played 2.0
Well Played 1.0: Video Games, Value and Meaning
What makes a game good? or bad? or better? Video games can be “well played” in two senses. On the one hand, well played is to games as well read ...Book Details
Well Played 1.0
Well Played on romance: volume 1 number 4 2012
a special issue on the theme of romance in games
Jane Pinckard
Technology and emotion: Playing for the love of the game
Richard E. Ferdig & Kri...Book Details
Well Played on romance: volume 1 number 4 2012
Well Played: volume 1 number 3 2012
Time Tech and Tales: The fall and rise of the popularity of narration in games seen through Monkey Island 2 and Phoenix Wright: Ace Attorney
Emmanuel Eytan
Q...Book Details
Well Played: volume 1 number 3 2012
Well Played: volume 1 number 2 2012
BioShock and Portal: A Discussion of Poetics
Yotam Haimberg
We should be heroes… A case study of community building as a dominant strategy
Simon Egenfeldt...Book Details
Well Played: volume 1 number 2 2012
In the spring of 2005, an experimental game was prototyped in seven days. This little experiment was Tower of Goo, and it was the seed that led to the development of the independent video game, ...Book Details
Physics Is Still Your Friend: World of Goo @ 10
Well Played: volume 1 number 1 2011
These essays were part of the Well Played Sessions at GLS 7.0, the 2011 Games+Learning+Society Conference in Madison, WI. The Well Played Journal is a forum for ...Book Details
Well Played: volume 1 number 1 2011
Creative Chaos describes the dynamic process of collaborative design and development within interdisciplinary teams as they work to create something together. Creativity is wonderfully complex and cha...Book Details
Creative Chaos (First Edition): Lessons Learned on Inclusion & Innovation
Before the multibillion computer game industry, there was Dungeons & Dragons, a tabletop game created by Gary Gygax and Dave Arneson in 1974. D&D captured the attention of a small but influent...Book Details
Dungeons & Dreamers: A Story of How Computer Games Created a Global Community