Part 1: DiGRA
- EVE is Real: How conceptions of the ‘real’ affect and reflect an online game community, by Marcus Carter, Kelly Bergstrom, Nick Webber, Oskar Milik
- Playing Across Media: Exploring Transtextuality in Competitive Games and eSports, by Ben Egliston
- Authentic Portrayals of Game Culture? A Content Analysis of the Crowd-funded YouTube Documentary The Smash BrothersAhmed Elmezeny, Jeffrey Wimmer
PART 2: Games Learning Society
- Love Is a Battlefield: A Comparative Analysis of Love as a Game Mechanic and Sartre’s Being and Nothingness, by Kyrie Eleison H. Caldwell
- Rocksmith 2014 – 60 Days of Variety, Feedback and Missions, by Osvaldo Jiménez
- Intergenerational Gaming in Kerbal Space Program, by Eric Klopfer, Oren Klopfer
- How I Learned to Stop Worrying and Love Youth AR Game Creation, by Judy Perry, Bob Coulter, Juan Rubio, Chris Holden
- He Was The Most…Human: Ethical Play in Doki Doki Universe, by Kenneth Rosenberg
- Prepare to Suffer with Paul & Mo: Let’s Play as Well Played, by Moses Wolfenstein, Paul Berberich
- “Any% No Sketch Glitch”: Speedrunning Final Fantasy VI and Expanding “Well Played”, by Lucas Cook, Sean Duncan
- Ingress Well-Played: City as MMO, by Elizabeth Lane Lawley
- Finding the beat: Cycles of expertise in rhythm games, by Kevin Miklasz
*These essays were part of the Well Played Sessions at GLS 11, the 2015 Games+Learning+Society Conference in Madison, WI, as well as the Well Played Sessions at the 2015 DiGRA conference in Lüneburg, Germany.
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.