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Game Studies, Volume 22
Volume 22, Number 1, March 2022
- anonymous:
Reverse Engineering North Korea's Gaming Economy: Intellectual Property, Microtransactions, and Censorship. - Patrick Fiorilli:
Meet the New Boss, Same as the Old Gods: Reading Night in the Woods through Mark Fisher. - Milan Jacevic:
Play Your Own Way: Ludic Habitus and the Subfields of Digital Gaming Practice. - Elizabeth Biz Nijdam:
Playing Against Real Time: Queer(ing) Temporalities in Bury me, my Love. - Cecilia Rodéhn:
Introducing Mad Studies and Mad Reading to Game Studies.
Volume 22, Number 2, April 2022
- Hans-Joachim Backe:
"Deathloop": the Meta(modern) Immersive Simulation Game. - Rowan Daneels, Maarten Denoo, Alexander Vandewalle, Bruno Dupont, Steven Malliet:
The Digital Game Analysis Protocol (DiGAP): Introducing a Guide for Reflexive and Transparent Game Analyses. - Lyne Dwyer:
Sex and the City: A Sonic Analysis of Sex Work and Socioeconomic Class in Watch_Dogs 2. - Sonia Fizek:
Through the Ludic Glass: Making Sense of Video Games as Algorithmic Spectacles. - Justin Keever:
Videogames and the Technicity of Ideology: The Case for Critique. - Michal Klosinski:
How to Interpret Digital Games? A Hermeneutic Guide in Ten Points, With References and Bibliography.
Volume 22, Number 3, August 2022
- Jonne Arjoranta:
How are Games Interpreted? Hermeneutics for Game Studies. - Ryan Banfi:
Ellie's Journal: Para-Narratives in The Last of Us Part II. - Marina Fontolan, James W. Malazita, Janaina Pamplona da Costa:
Language, Identity and Games: Discussing the Role of Players in Videogame Localization. - Tanja Välisalo, Maria Ruotsalainen:
"Sexuality does not belong to the game" - Discourses in Overwatch Community and the Privilege of Belonging. - John Vanderhoef, Matthew Thomas Payne:
Press X to Wait: The Cultural Politics of Slow Game Time in Red Dead Redemption 2.
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