IndieCade: A History The Psychgeist of Pop Culture – Stardew Valley FIELD DAY – Open Research Infrastructure for Education Research with Digital Games: Results of a Community Survey The Psychgeist of Pop Culture – Marvel Cinematic Universe The Psychgeist of Pop Culture – Disney Villains The Psychgeist of Pop Culture – Legend of Zelda Roll with Advantage The Psychgeist of Pop Culture – The Elder Scrolls The Psychgeist of Pop Culture – The Last of Us Proceedings of the BIPOC Game Studies Conference 2025 The Cultural Gutter Gathering of Gamers Teacher Pioneers The Psychgeist of Pop Culture – Warhammer Learning, Education & Games: Volume Four Learning, Education & Games: Volume Three Learning, Education & Games: Volume Two Learning, Education & Games: Volume One Play and Profit The Psychgeist of Pop Culture – Dragon Age Teacher Craft GENeration Analog 2021 Proceedings Analog Game Studies: Volume 4 Analog Game Studies: Volume 3 Analog Game Studies: Volume 2 Analog Game Studies: Volume 1 The Pleasure of Playing Less Meaningful Play 2024 Proceedings Meaningful Play 2018 Proceedings What Happens When We Play Well Played V14 N1: For the Love of Games Meet Me at the Fair [Re|Dis]Connection Texts of Discomfort The Expression of Emotion in Humans and Technology Looking Forward, Looking Back Professors at Play ONLINE Playbook Game Design Snacks Ludoliteracy Journal of Games, Self, & Society, 3.1 Journal of Games, Self, & Society, 2.1 Journal of Games, Self, & Society, 1.1 Professors at Play Playbook GLS 12 Conference Proceedings GLS 11 Conference Proceedings GLS 10 Conference Proceedings GLS 9.0 Conference Proceedings GLS 8.0 Conference Proceedings GLS 7.0 Conference Proceedings ToDiGRA: DiGRA Mexico Special Issue, VOL.7, NO.2 Black Game Studies The Psychgeist of Pop Culture – Destiny Broke: How I Made Poverty a Game Broke: The Game Toward a Ludic Architecture ADE for Games The Psychgeist of Pop Culture – Taylor Swift Well Played: For the Love of Games Possible Worlds in Video Games: From Classic Narrative to Meaningful Actions Proceedings of the 2023 Connected Learning Summit Proceedings of the 2022 Connected Learning Summit Proceedings of the 2020 Connected Learning Summit Proceedings of the 2019 Connected Learning Summit Proceedings of the 2018 Connected Learning Summit Roll for Learning Virtual Body Language The Psychgeist of Pop Culture – Stranger Things ToDiGRA: Nordic DiGRA Special Issue, VOL.7, NO.1 Professors at Play AI Playbook ToDiGRA: Nordic DiGRA Special Issue, VOL.6, NO.3 The Psychgeist of Pop Culture – Bluey The Psychgeist of Pop Culture – The Umbrella Academy The Psychgeist of Pop Culture – The Mandalorian The Psychgeist of Pop Culture – The Witcher ToDiGRA: DiGRA España Special Issue (2/2), VOL.6 NO.2 ToDiGRA: DiGRA España Special Issue (1/2), VOL.6 NO.1 ToDiGRA: Teaching Games Workshop Special Issue, VOL.5 NO.3 ToDiGRA: Special Issue DiGRA 2019, VOL.5 NO.2 ToDiGRA: Special Issue DiGRA Italia, VOL.5 NO.1 ToDiGRA: Special Issue DiGRA 2018, VOL.4 NO.3 ToDiGRA: Special Issue DiGRA 2017, VOL.4 NO.2 ToDiGRA: Diversity Workshop Special Issue, VOL.4 NO.1 ToDiGRA: British DiGRA Special Issue, VOL.3 NO.3 ToDiGRA: 1st Joint International Conference of DiGRA and FDG Special Issue, VOL.3 NO.2 ToDiGRA: DiGRA Australia Special Issue, VOL.3 NO.1 ToDiGRA: Special Issue Digra 2015, VOL.2 NO.3 ToDiGRA: Special Issue Digra 2014, VOL.2 NO.2 ToDiGRA: DiGRA Australia Special Issue, VOL.2 NO.1 ToDiGRA: Tampere Spring Seminar Special Issue, VOL.1 NO.3 ToDiGRA: Nordic DiGRA Special Issue, VOL.1 NO.2 ToDiGRA: Special Issue DiGRA 2011, VOL.1 NO.1 Well Played V13 N1: Post-Mortems on AR and VR Games Well Played V12 N1: eSports and Community Well Played V11 N1: Ethics Well Played V10 N2: Playable Theatre Well Played V10 N1: Escape Rooms Well Played V8 N3: The Sporting Mindset Well Played V8 N2: Intergenerational Play Well Played V8 N1: Connected Learning Summit Well Played V7 N2: Meaningful Play and Games for Social and Emotional Learning Well Played V7 N1: Analog Games Well Played V6 N3: Games, Value and Meaning Well Played V6 N2: European Videogames of the 1980s Well Played V6 N1: Let’s Play Well Played V5 N2: GLS and DiGRA Well Played V5 N1: Games, Value and Meaning Well Played V4 N3: Diversity in Games Well Played V4 N2: Learning and Games Well Played V4 N1: DiGRA and GLS Well Played V3 N2: Seriously Weird Well Played V3 N1: Games, Value and Meaning Well Played V2 N2: Theories of Well Played Well Played V2 N1: Games, Value and Meaning Well Played V1 N4: Romance in Games Well Played V1 N3: Games, Value and Meaning Well Played V1 N2: Games, Value and Meaning Well Played V1 N1: Games, Value and Meaning Creative Chaos (2nd Edition) Well Played Retrospective: The Past, Pandemic and Future of Games, Value and Meaning Physics Is Still Your Friend: World of Goo @ 10 Creative Chaos (1st Edition) The Greatest Gift Tabletop: Analog Game Design Well Played 3.0 Well Played 2.0 Cross-Media Communications Well Played 1.0 Beyond Fun Dungeons & Dreamers: A Story of How Computer Games Created a Global Community stories in between: narratives and mediums @ play