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Vol. 2 No. 1 (2008)
Vol. 2 No. 1 (2008)
DOI:
https://doi.org/10.7557/23.21
Published:
2008-03-01
Introduction
Introduction
Randall James Nichols
1-2
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Positions
Innovation NOT Opposition: The Logic of Distinction of Independent Games
Andreas Jahn-Sudmann
5-10
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Perspectives
Introduction to Gender and Games – Moving the field forward
Emma Westecott
13-14
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Theorizing gender and digital gameplay: Oversights, accidents and surprises
Jennifer Jenson, Suzanne de Castell
15-25
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Real Boys Carry Girly Epics: Normalising Gender Bending in Online Games
Esther MacCallum-Stewart
27-40
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The Impact of Nintendo's "For Men" Advertising Campaign on a Potential Female Market
Gareth Schott, Siobhan Thomas
41-52
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Articles
Language Games/Game Languages: Examining Game Design Epistemologies Through a ‘Wittgensteinian’ Lens
Nis Bojin
55-71
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Digital Gaming: A Comparative International Study of Youth Culture in a Peaceful and War Zone Country
Lyn Henderson, Yoram Eshet-Alkalai, Joel Klemes
73-103
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Two Halves of Play - Simulation versus Abstraction and Transformation in Sports Videogames Design
Fares Kayali, Peter Purgathofer
105-127
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Signifying the West: Colonialist Design in Age of Empires III: The WarChiefs
Beth A. Dillon
129-144
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Reviews
Genetically Enhanced Possibility Spaces
Doris C. Rusch
147-149
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Bioshock: A Critical Historical Perspective
Matthew Jason Weise
151-155
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