Vol 4, No 2 (2010)
Table of Contents
Perspectives
| Preface: A Community of Players | HTML PDF |
| Judd Ruggill, Randall James Nichols, Ryan M. Moeller, Ken S. McAllister | 133 |
| Hyper-Ludicity, Contra-Ludicity, and the Digital Game | HTML PDF |
| Steven Conway | 135-147 |
| Screening Play: Rules, Wares, and Representations in “Realistic” Video Games | HTML PDF |
| Ian Reyes, Suellen Adams | 149-166 |
| Playing the Second World War: Call of Duty and the Telling of History | HTML PDF |
| Harrison Gish | 167-180 |
| Strategy Computer Games and Discourses of Geopolitical Order | HTML PDF |
| Rolf F. Nohr | 181-195 |
| Removing the Checks and Balances That Hamper Democracy: Play and the Counter-hegemonic Contradictions of Grand Theft Auto IV | HTML PDF |
| Marc Ouellette | 197-213 |
| Commodifying Scarcity: Society, Struggle, and Spectacle in World of Warcraft | HTML PDF |
| Kevin Moberly | 215-235 |
| Really Fake: The Magic Circle, the Mundane Circle, and the Everyday | HTML PDF |
| Joshua Zimmerman | 237-251 |
Articles
| Strange Reality: On Glitches and Uncanny Play | HTML PDF |
| Eben G. Holmes | 255-276 |
| Designing and Implementing an Assessment Plan for a Virtual Engineering Lab | HTML PDF |
| Marilee J. Bresciani, Khaled Morsi, Mark Tucker, Mark Siprut, Kris Stewart, Allison Duncan | 277-285 |
| Online Gaming and the Social Construction of Virtual Victimization | HTML PDF |
| Steven Downing | 287-301 |
| Digital Historicism: Archival Footage, Digital Interface, and Historiographic Effects in Call of Duty: World at War | HTML PDF |
| Jaimie Rachel Baron | 303-314 |
| Game Characters as Narrative Devices. A Comparative Analysis of Dragon Age: Origins and Mass Effect 2 | HTML PDF |
| Kristine Jørgensen | 315-331 |
Reviews
| Book Review: The Mergence of Spaces by Elke Hemminger | HTML PDF |
| Arne Schröder | 335-338 |