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All Publications
The Psychgeist of Pop Culture – Dungeons & Dragons
Symposium on Games 2025 Conference Proceedings
The Psychgeist of Pop Culture – Sleep No More
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
Wikipedia Knows Nothing (Forthcoming)
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