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Vol. 2 No. 2 (2008)
Vol. 2 No. 2 (2008)
DOI:
https://doi.org/10.7557/23.22
Published:
2008-09-26
Introduction
Introduction
Gareth Schott
157-158
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Articles
Using Literary Theory to Read Games: Power, Ideology, and Repression in Atlus’ Growlanser: Heritage of War
Johansen Quijano-Cruz
161-168
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Video Game Play Effects on Dreams: Self-Evaluation and Content Analysis
Jayne Isabel Gackenbach, Beena Kuruvilla
169-186
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“You Are Dead. Continue?”: Conflicts and Complements in Game Rules and Fiction
Jason Tocci
187-201
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A Review of Agent Emotion Architectures
Stuart Ian Slater, Robert Moreton, Kevan Buckley, Andrew Bridges
203-214
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Thinking out of the box (and back in the plane). Concepts of space and spatial representation in two classic adventure games.
Connie Veugen, Felipe Quérette
215-239
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“We don’t want it changed, do we?” - Gender and Sexuality in Role Playing Games
Arne Schröder
241-256
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Interviews
“Play belongs to Everybody”: An interview with the Ludica Collective
Cindy Poremba
259-285
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Reviews
Mass(ively) Effect(ive): Emotional Connections, Choice, and Humanity
Natalie M. Ward
289-292
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Grand Theft Auto IV Considered as an Atrocity Exhibition
Martin Pichlmair
293-296
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The 3D Story
Tamer Thabet
297-302
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