PART ONE: DiGRA
Sean Duncan, Guest Editor
- Where’s BattleTech in MechWarrior Online? A Case Study in Game Adaptation, by Hans-Joachim Backe
- Cause No Trouble: The Experience of “Serious Fun” in Papers, Please, by Oscar Moralde
- Playing for the plot: Blindness, agency, and the appeal of narrative organization in Heavy Rain, by Fanny A. Ramirez
- Taking Apart the Provocation Machine: Ian Bogost’s A Slow Year, by Thomas H. Rousse
- Spore’s Playable Procedural Content Generation, by Gillian Smith
- What Hockey Wants: Drama, Narrative, and Sports, by Jeff Watson
PART TWO: Games Learning Society
Caro Williams, Guest Editor
- Elder Scrolls Online: How ESO encourages group formation and cooperative play, by Michelle Aubrecht, Jeff Kuhn, Justin Eames
- Acting in the Light and on Fayth: Ritualized Play in Journey and Final Fantasy X, by Kyrie Eleison H. Caldwell
- Well Played & Well Watched: Dota 2, Spectatorship, and eSports, by Chris Georgen
- Magic the Gathering: A Learning Game Designer’s
- Perspective, by Dan Norton
- For the Records – Understanding Mental Illness Through Metaphorical Games, by Doris C. Rusch
- Gaming a Non-Game? A Long Term (Self)-Experiment about FarmVille, by Heinrich Söbke
- The Stanley Parable, by Phil J. Dougherty III
*These essays were part of the Well Played Sessions at GLS 10, the 2014 Games+Learning+Society Conference in Madison, WI, as well as the Well Played Sessions at the 2014 DiGRA conference in Salt Lake City, UT.
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 with high-quality essays.