- Introduction, by Frans Mäyrä, Katriina Heljakka & Anu Seisto
- Building Material: Exploring Playfulness of 3D Printers, by Stephanie de Smale
- Game Design in an Internet of Things, by Paul Coulton, Dan Burnett, Adrian Gradinar, David Gullick & Emma Murphy
- From the Board to the Streets: A Case Study of Local Property Trader, by Alison Gazzard, Mark Lochrie, Adrian Gradinar, Paul Coulton, Daniel Burnett & Daniel Kershaw
- SimCity and the Creative Class: Happiness, Place, and the Pursuit of Urban Planning, by Frederika Eilers
- ‘That’s Not a Secure Area: ’Physical-Digital Sound Links in Commercial Locative Games, by Inger Ekman
- The Case for Computer-Augmented Games: Using computers to support and not dictate gameplay, by Karl Bergström and Staffan Björk
- The Roll of the Dice in Warhammer 40,000, by Marcus Carter, Mitchell Harrop & Martin Gibbs
ToDIGRA is a quarterly, international, open access, refereed, multidisciplinary journal dedicated to research on and practice in all aspects of games.
ToDiGRA captures the wide variety of research within the game studies community combining, for example, humane science with sociology, technology with design, and empirics with theory. As such, the journal provides a forum for communication among experts from different disciplines in game studies such as education, computer science, psychology, media and communication studies, design, anthropology, sociology, and business.
ToDIGRA is sponsored by the Digital Games Research Association (DiGRA), the leading international professional society for academics and professionals seeking to advance the study and understanding of digital games.