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
Well Played on esports and community: volume 12 number 1 2023
Well Played on ethics: volume 11 number 1 2022
Well Played on playable theatre: volume 10 number 2 2021
Well Played on escape rooms: volume 10 number 1 2021
Well Played on the sporting mindset: volume 8 number 3 2019
Well Played on intergenerational play: volume 8 number 2 2019
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
Well Played on analog games: volume 7 number 1 2018
Well Played: volume 6 number 3 2017
Well Played on european videogames of the 1980s: volume 6 number 2 2017
Well Played let’s play: volume 6 number 1 2017
Well Played: volume 5 number 2 2016
Well Played: volume 5 number 1 2016
Well Played on diversity in games: volume 4 number 3 2015
Well Played on learning and games: volume 4 number 2 2015
Well Played DiGRA & GLS: volume 4 number 1 2015
Well Played: volume 3 number 2 2015
Well Played: volume 3 number 1 2014
Well Played on theories: volume 2 number 2 2013
Well Played: volume 2 number 1 2012
Creative Chaos: Lessons Learned on Inclusion & Innovation (2nd Edition)
Cross-Media Communications
Beyond Fun
stories in between: narratives and mediums @ play
Tabletop: Analog Game Design
Well Played 3.0
Well Played 2.0
Well Played 1.0
Well Played on romance: volume 1 number 4 2012
Well Played: volume 1 number 3 2012
Well Played: volume 1 number 2 2012
Physics Is Still Your Friend: World of Goo @ 10
Well Played: volume 1 number 1 2011
Creative Chaos (First Edition): Lessons Learned on Inclusion & Innovation