- Introduction, by Staffan Björk & Mathias Fuchs
- Editors of Play: The Scripts and Practices of Co-creativity in Minecraft and LittleBigPlanet, by Pablo Abend & Benjamin Beil
- Are You Out of Your Mind? Focalization in Digital Games, byFraser Allison
- The Use of Theory in Designing a Serious Game for the Reduction of Cognitive Biases, by Meg Barton, Carl Symborski, Mary Quinn, Carey K. Morewedge, Karim S. Kassam, and James H. Korris
- The Role of Gaming Platforms in Young Males’ Trajectories of Technical Expertise, by Joe Baxter-Webb
- Worldfulness, Role-enrichment & Moving Rituals Design Ideas for CRPGs, by Erik Champion
- Postdigital Interfaces and the Aesthetics of Recruitment, by Darshana Jayemanne, Thomas Apperley, & Bjorn Nansen
- Creating Stealth Game Interventions for Attitude and Behavior Change:
- An “Embedded Design” Model, by Geoff Kaufman, Mary Flanagan, & Max Seidman
- Hackers and Cyborgs: Binary Domain and Two Formative Videogame Technicities by Brendan Keogh
- Sound Similarity as a Tool for Understanding Player Experience: Applying Similarity Matrix to Gameplay Performance Segmentation, by Raphaël Marczak, Gareth Schott, & Pierre Hanna
- Video Games and Slavery, by Souvik Mukherjee
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.