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Vol. 4 No. 2 (2010)
Vol. 4 No. 2 (2010)
DOI:
https://doi.org/10.7557/23.42
Published:
2010-11-10
Perspectives
Preface: A Community of Players
Judd Ruggill, Randall James Nichols, Ryan M. Moeller, Ken S. McAllister
133
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Hyper-Ludicity, Contra-Ludicity, and the Digital Game
Steven Conway
135-147
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Screening Play: Rules, Wares, and Representations in “Realistic” Video Games
Ian Reyes, Suellen Adams
149-166
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Playing the Second World War: Call of Duty and the Telling of History
Harrison Gish
167-180
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Strategy Computer Games and Discourses of Geopolitical Order
Rolf F. Nohr
181-195
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Removing the Checks and Balances That Hamper Democracy: Play and the Counter-hegemonic Contradictions of Grand Theft Auto IV
Marc Ouellette
197-213
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Commodifying Scarcity: Society, Struggle, and Spectacle in World of Warcraft
Kevin Moberly
215-235
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Really Fake: The Magic Circle, the Mundane Circle, and the Everyday
Joshua Zimmerman
237-251
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Articles
Strange Reality: On Glitches and Uncanny Play
Eben G. Holmes
255-276
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Designing and Implementing an Assessment Plan for a Virtual Engineering Lab
Marilee J. Bresciani, Khaled Morsi, Mark Tucker, Mark Siprut, Kris Stewart, Allison Duncan
277-285
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Online Gaming and the Social Construction of Virtual Victimization
Steven Downing
287-301
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Digital Historicism: Archival Footage, Digital Interface, and Historiographic Effects in Call of Duty: World at War
Jaimie Rachel Baron
303-314
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Game Characters as Narrative Devices. A Comparative Analysis of Dragon Age: Origins and Mass Effect 2
Kristine Jørgensen
315-331
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Reviews
Book Review: The Mergence of Spaces by Elke Hemminger
Arne Schröder
335-338
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