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#6 (2017)

Authentic Historical Imagery: A Suggested Approach for Medieval Videogames
http://nbn-resolving.de/ urn:nbn:de:gbv:46-00105937-19
Article by Julian Wolterink, 1-33.

You can Be Anyone; but there are Limits. A Gendered Reading of Sexuality and Player Avatar Identification in Dragon Age: Inquisition
http://nbn-resolving.de/ urn:nbn:de:gbv:46-00105939-12
Article by Mohamed S. Hassan, 34-67.

“Do you feel like a hero yet?” – Spec Ops: The Line and the Concept of the Hero. http://nbn-resolving.de/ urn:nbn:de:gbv:46-00105940-10
Article by Henrik Andergard, 68-99.

Accept your baptism, and die! Redemption, Death and Baptism in Bioshock Infinite
http://nbn-resolving.de/ urn:nbn:de:gbv:46-00105941-11
Article by Frank Bosman, 100-129.

Night in the Woods : a Review.
http://nbn-resolving.de/ urn:nbn:de:gbv:46-00105942-13
Article by Kathrin Trattner, 130-137.

Games of Social Control. A Sociological Study of ‚Addiction‘ to Massively Multi-Player Online Role-Playing Games
http://nbn-resolving.de/ urn:nbn:de:gbv:46-00105943-14
Article by Stef Aupers, 138-161.

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#5 (2016)

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#5 (2016)

Special Issue „Gamevironments of the Past“
by Derek Fewster, Ylva Grufstedt

Introduction: Gamevironments of the Past – A Broad Take on Games and History.
http://nbn-resolving.de/urn:nbn:de:gbv:46-00105655-15
Article by Derek Fewster, Ylva Grufstedt, 1-7.

Where did you learn that? The self-perceived educational impact of historical computer games on undergraduates.
http://nbn-resolving.de/urn:nbn:de:gbv:46-00105656-16
Article by Robert Houghton, 8-45.

ISSN 2364-382X

Archive 2016

Archive 2015

Archive 2014

Developing Time: Representing Historical Progression through Level Structures.
http://nbn-resolving.de/urn:nbn:de:gbv:46-00105657-17
Article by Samir Azrioual, 46-79.

Ghost in the Cartridge: Nostalgia and the Construction of the JRPG Genre.
http://nbn-resolving.de/urn:nbn:de:gbv:46-00105658-18
Article by Jayme Dale Mallindine, 80-103.

History and Human Agency in Videogames.
http://nbn-resolving.de/urn:nbn:de:gbv:46-00105659-11
Article by Vinicius Marino Carvalho, 104-131.

The Architecture of Bioshock as Metaphor for Ayn Rand’s Objectivism.
http://nbn-resolving.de/urn:nbn:de:gbv:46-00105660-10
Article by Brittany Kuhn, 132-155.

The HGR Framework: A Semiotic Approach to the Representation of History in Digital Games.
http://nbn-resolving.de/urn:nbn:de:gbv:46-00105661-11
Article by Vincenzo Idone Casso, Mattia Thibault, 156-204.

The Adventures of Ms. Meta: Developing a Historical Superhero Video Game.
http://nbn-resolving.de/urn:nbn:de:gbv:46-00105662-12
Article by Sarah Zaidan, 205-236.

Who Really Said What? Mobile Historical Situated Documentary as Liminal Learning Space.
http://nbn-resolving.de/urn:nbn:de:gbv:46-00105663-13
Article by Owen Gottlieb, 237-256.

The Indian Indie Game Development Scene – History and Cultural Heritage as Game Themes.
http://nbn-resolving.de/urn:nbn:de:gbv:46-00105664-14
Article by Xenia Zeiler, 257-263.

Interview with the Lead Designer Mike Laidlaw and Lead Writer David Gaider (and Lucas Christiansen) at BioWare about the Dragon Age games.
http://nbn-resolving.de/urn:nbn:de:gbv:46-00105665-15
Article by Cecilia Tretner, 264-284.

 

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