Well Played (Vol. 3, No. 2)

by: Emily Flynn-Jones

The Well Played Journal is a forum for in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. It is a reviewed journal open to submissions that will be released on a regular basis.


Book Details

Pages

220

Language(s)

English

Release Date

September 24, 2015

DOI

10.1184/R1/6687017

Product Dimensions

6 x 9

Imprint

ETC Press

Part One: Out of Control

  • Weird WarioWare: Instructional Dissonance and Characterization in WarioWare Inc., Mega Microgame$!, by Josh Fishburn
  • Community-based Play in Twitch Plays Pok.mon, by Max Mallory

Part Two: Love++

  • Romancing Pigeons: The Deconstruction of the Dating-Sim in Hatoful Boyfriend, by Nicolle Lamerichs
  • Playing with Feelings: Porn, Emotion, and Disability in Katawa Shoujo, by Alexander Champlin

Part Three: Best Worst Games

  • SWITCH / PANIC! Sega CD’s Greatest Enigma, by Eli Neiburger
  • Takeshi no Chousenjou, a Terrible Game by Design, by Howard Braham

Part Four: Something Weird This Way Comes

  • Conspiracy Hermeneutics: The Secret World as Weird Tale, by Tanya Krzywinska
  • The Weird Humanity of I Have No Mouth and I Must Scream,  by Karen Schrier

Part Five: Other

  • Defamiliarization and Poetic Interaction in Kentucky Route Zero, by Alex Mitchell
  • How do Frog Fractions and Nier use intertextual knowledge to subvert the player’s expectations?, by Rory Summerley

The Well Played Journal is a forum for in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. It is a reviewed journal open to submissions that will be released on a regular basis.