Vol 2, No 1 (2008)

Table of Contents

Introduction

Introduction HTML PDF
Randall James Nichols 1-2

Positions

Innovation NOT Opposition: The Logic of Distinction of Independent Games HTML PDF
Andreas Jahn-Sudmann 5-10

Perspectives

Introduction to Gender and Games – Moving the field forward HTML PDF
Emma Westecott 13-14
Theorizing gender and digital gameplay: Oversights, accidents and surprises Abstract HTML PDF
Jennifer Jenson, Suzanne de Castell 15-25
Real Boys Carry Girly Epics: Normalising Gender Bending in Online Games Abstract HTML PDF
Esther MacCallum-Stewart 27-40
The Impact of Nintendo's "For Men" Advertising Campaign on a Potential Female Market Abstract HTML PDF
Gareth Schott, Siobhan Thomas 41-52

Articles

Language Games/Game Languages: Examining Game Design Epistemologies Through a ‘Wittgensteinian’ Lens Abstract HTML PDF
Nis Bojin 55-71
Digital Gaming: A Comparative International Study of Youth Culture in a Peaceful and War Zone Country Abstract HTML PDF
Lyn Henderson, Yoram Eshet-Alkalai, Joel Klemes 73-103
Two Halves of Play - Simulation versus Abstraction and Transformation in Sports Videogames Design Abstract HTML PDF
Fares Kayali, Peter Purgathofer 105-127
Signifying the West: Colonialist Design in Age of Empires III: The WarChiefs Abstract HTML PDF
Beth A. Dillon 129-144

Reviews

Genetically Enhanced Possibility Spaces HTML PDF
Doris C. Rusch 147-149
Bioshock: A Critical Historical Perspective Abstract HTML PDF
Matthew Jason Weise 151-155