All Publications
Toward a Ludic Architecture: The Space of Play and Games
Toward a Ludic Architecture is a pioneering publication, architecturally framing play and games as human practices in and of space. Filling ...Book Details
Toward a Ludic Architecture
ADE for Games: Approaches to Anti-Racism, Decolonization, Equity, Diversity, and Inclusion in Games Research and Creation
The last decade has witnessed the emergence of critical game studies and crit...Book Details
ADE for Games
Taylor Swift is the voice of generations. Her words are the soundtrack to our lives. She is the best selling artist of all time with millions of fans who proudly call themselves Swifties. But her lega...Book Details
The Psychgeist of Pop Culture – Taylor Swift
A lot of us have a special game that inspired us to get more deeply involved in making, studying and playing games as part of our professional and personal lives. It may be *the* game for you or just ...Book Details
Well Played: For the Love of Games
In current digital games, classic fictional worlds are transformed into ludofictional worlds, spaces rich in characters and emotions that are especially affected by the intervention of a player. In th...Book Details
Possible Worlds in Video Games: From Classic Narrative to Meaningful Actions
Roll for Learning: 51 Micro Tabletop Role-Playing Games to Use in the Classroom is an edited book featuring a curated collection of original micro tabletop role-playing games (TTRPGs). Micro TTRPGs ha...Book Details
Roll for Learning
Why does the tail wag the brain? What is virtual autism? Why can't our avatars walk hand-in-hand? Will a nonverbal Babel fish save the world? Jeffrey Ventrella, a seasoned virtual worlds programmer an...Book Details
Virtual Body Language
Recent times have witnessed an explosion in forms of media that fall under the umbrella of "pop culture". However, no series represents this phenomenon more clearly than Netflix's own Stranger Things....Book Details
The Psychgeist of Pop Culture – Stranger Things
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
The Proceedings of the 2023 Connected Learning Summit feature 6 peer-reviewed research papers accepted for presentation at the 2023 Connected Learning Summit....Book Details
Proceedings of the 2023 Connected Learning Summit
The Proceedings of the 2022 Connected Learning Summit feature 15 peer-reviewed research papers accepted for presentation at the 2022 Connected Learning Summit. The Connected Learning Summit community ...Book Details
Proceedings of the 2022 Connected Learning Summit
The Proceedings of the 2020 Connected Learning Summit feature 23 peer-reviewed research papers accepted for presentation at the 2020 Connected Learning Summit. The Connected Learning Summit community ...Book Details
Proceedings of the 2020 Connected Learning Summit
The Proceedings of the 2019 Connected Learning Summit features research and presentations from the 2019 Connected Learning Summit, held at the University of California, Irvine in October 2019. The pro...Book Details
Proceedings of the 2019 Connected Learning Summit
The Proceedings of the 2018 Connected Learning Summit features research and presentations from the inaugural Connected Learning Summit held at the Massachusetts Institute of Technology in August, 2018...Book Details
Proceedings of the 2018 Connected Learning Summit
Well Played
Post-Mortems on AR and VR Games
Volume 13 Number 1
(Initially released in January, 2024)
Introduction
Drew Davidson
Paws and Presence: The Impact of a Quadrupedal Avatar on Virtual R...Book Details
Well Played V13 N1: Post-Mortems on AR and VR Games
Well Played
eSports and Community
Volume 12 Number 1
Barry Joseph, Stan Altman and Nick Fortugno
(Initially released in January, 2023)
The City College of New York
Introduction: Esports as Commu...Book Details
Well Played V12 N1: eSports and Community
Well Played
Ethics
Volume 11 Number 1
José P. Zagal
(Initially released in July, 2022)
To Ethically Play Well
José P. Zagal
The Dilemmas of a Disco Cop 5: Ethically Well Played Experiences in...Book Details
Well Played V11 N1: Ethics
Well Played
Playable Theatre
Volume 10 Number 2
Celia Pearce and Nick Fortugno
(Initially released in July, 2021)
Introduction: Building a Plane in Mid-Air
Celia Pearce
TPK in Elsinore: The Lar...Book Details
Well Played V10 N2: Playable Theatre
Well Played
Escape Rooms
Volume 10 Number 1
Clara Fernández-Vara and Ira Fay
(Initially released in April, 2021)
Introduction
Clara Fernández-Vara and Ira Fay
A Descriptive Schema for Escape ...Book Details
Well Played V10 N1: Escape Rooms
Well Played
The Sporting Mindset
Volume 8 Number 3
John Sharp
(Initially released in September, 2019)
Introduction
John Sharp
Exploring the Sporting Metagames of Competitive Android: Netrunner
...Book Details
Well Played V8 N3: The Sporting Mindset
Well Played
Intergenerational Play
Volume 8 Number 2
Eric Klopfer
(Initially released in September, 2019)
Introduction
Eric Klopfer
Games, Play, Meaning and Minecraft
Diane Carr & Cheesyca...Book Details
Well Played V8 N2: Intergenerational Play
Well Played
Connected Learning Summit
Volume 8 Number 1
(Initially released in May, 2019)
The Logical Journey of Reimagining “Zoombinis:” Adventure, Research, and Computational Thinking
Jodi ...Book Details
Well Played V8 N1: Connected Learning Summit
Well Played
Meaningful Play and Games for Social and Emotional Learning
Volume 7 Number 2
Susan E. Rivers and Heidi McDonald
(Initially released in February, 2018)
iThrive Games Founder’s Lette...Book Details
Well Played V7 N2: Meaningful Play and Games for Social and Emotional Learning
Well Played
Analog Games
Volume 7 Number 1
Ira Fay
(Initially released in February, 2018)
Introduction
Ira Fay
Distribution, Deckbuilding, and Design in Star Wars: The Card Game
Nick Bestor
N...Book Details
Well Played V7 N1: Analog Games
Well Played
Games, Value and Meaning
Volume 6 Number 3
(Initially released in September, 2017)
Agency, Identity, Sex, Gender, and Pokémon Go
Allison Bannister
So Close You Can Feel Her Prostitu...Book Details
Well Played V6 N3: Games, Value and Meaning
Well Played
European Videogames of the 1980s
Volume 6 Number 2
Clara Fernández-Vara and Bennett Foddy
(Initially released in June, 2017)
European Videogames of the 1980s
Clara Fernández-Vara &...Book Details
Well Played V6 N2: European Videogames of the 1980s
Well Played
Let's Play
Volume 6 Number 1
Moses Wolfenstein and Drew Davidson
(Initially released in January, 2017)
Introduction
Moses Wolfenstein
Well Played let's play: 6.1 Videos
Who Needs V...Book Details
Well Played V6 N1: Let’s Play
Well Played
GLS and DiGRA
Volume 5 Number 2
(Initially released in May, 2016)
PART 1: DIGRA
EVE is Real: How conceptions of the 'real' affect and reflect an online game community
Marcus Carter, ...Book Details
Well Played V5 N2: GLS and DiGRA
Well Played
Games, Value and Meaning
Volume 5 Number 1
(Initially released in April, 2016)
A Narrative Dream: The Unfinished Swan
Eric Guadara
Handling Differences in Skills between Parents and ...Book Details
Well Played V5 N1: Games, Value and Meaning
Well Played
Diversity in Games
Volume 4 Number 3
Jane Pinckard and Clara Fernández-Vara
(Initially released in November, 2015)
Introduction
Celia Pearce
From Pixel Babes to Active Agents – H...Book Details
Well Played V4 N3: Diversity in Games
Well Played
Learning and Games
Volume 4 Number 2
Stephen Jacobs and Ira Fay
(Initially released in September, 2015)
Introduction
Stephen Jacobs
Medulla: A 2D sidescrolling platformer game that ...Book Details
Well Played V4 N2: Learning and Games
Well Played
DiGRA & GLS
Volume 4 Number 1
Sean Duncan and Caro Williams
(Initially released in April, 2015)
PART ONE: DIGRA
Where’s BattleTech in MechWarrior Online? A Case Study in Game A...Book Details
Well Played V4 N1: DiGRA and GLS
Well Played
Seriously Weird
Volume 3 Number 2
Emily Flynn-Jones
(Initially released in September, 2015)
Introduction
Emily Flynn-Jones
Part One: Out of Control
Weird WarioWare
Instructi...Book Details
Well Played V3 N2: Seriously Weird
Well Played
Games, Value and Meaning
Volume 3 Number 1
(Initially released in February, 2014)
Assassin’s Creed III: The Complete Unofficial Guide, a Teacher’s Limited Edition
Wade Berger, P...Book Details
Well Played V3 N1: Games, Value and Meaning
Well Played
Theories of Well Played
Volume 2 Number 2
John Sharp
(Initially released in September, 2013)
Introduction
John Sharp
Inhabiting Games Well (If not Uncomfortably...)
Casey O’D...Book Details
Well Played V2 N2: Theories of Well Played
Well Played
Games, Value and Meaning
Volume 2 Number 1
(Initially released in November, 2012)
Stories from the Seats of Power: Chopper versus Chopper as dueling Travelogues
Matthew Thomas Payne...Book Details
Well Played V2 N1: Games, Value and Meaning
Well Played
Romance in Games
Volume 1 Number 4
Jane Pinckard
(Initially released in July, 2012)
Technology and emotion: Playing for the love of the game
Richard E. Ferdig & Kristine E. Pyt...Book Details
Well Played V1 N4: Romance in Games
Well Played
Games, Value and Meaning
Volume 1 Number 3
(Initially released in May, 2012)
Time Tech and Tales: The fall and rise of the popularity of narration in games seen through Monkey Island...Book Details
Well Played V1 N3: Games, Value and Meaning
Well Played
Games, Value and Meaning
Volume 1 Number 2
(Initially released in February, 2012)
BioShock and Portal: A Discussion of Poetics
Yotam Haimberg
We should be heroes… A case study ...Book Details
Well Played V1 N2: Games, Value and Meaning
Well Played
Games, Value and Meaning
Volume 1 Number 1
(Initially released in October, 2011)
These essays were part of the Well Played Sessions at GLS 7.0, the 2011 Games+Learning+Society Confer...Book Details
Well Played V1 N1: Games, Value and Meaning
Creative Chaos (2nd Edition): Learning Lessons on Inclusion & Innovation
Creative Chaos describes the dynamic process of collaborative design and development within interdisciplinary teams as...Book Details
Creative Chaos (2nd Edition)
Well Played is a concept of providing in-depth close readings of games that parse out the various meanings found in the experience of playing a game. Around Halloween in 2020, the Well Played Journal ...Book Details
Well Played Retrospective: The Past, Pandemic and Future of Games, Value and Meaning
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
Creative Chaos (1st Edition): Learning Lessons on Inclusion & Innovation
Creative Chaos describes the dynamic process of collaborative design and development within interdisciplinary teams as t...Book Details
Creative Chaos (1st Edition)
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: Games, Value and Meaning
Following on Well Played 1.0 and 2.0, this book is full of in-depth close readings of games that parse out the various meanings to be found in the experien...Book Details
Well Played 3.0
Well Played 2.0: Games, Value and Meaning
Following on Well Played 1.0, this book is full of in-depth close readings of games that parse out the various meanings to be found in the experience of pl...Book Details
Well Played 2.0
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
Well Played 1.0: Games, Value and Meaning
What makes a game good? or bad? or better? Games can be “well played” in two senses. On the one hand, well played is to games as well read is to books....Book Details
Well Played 1.0
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
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
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