Well Played (Vol. 8, No. 2)

by: Eric Klopfer

How does a parent know if the games that their child is playing is helpful, harmful, appropriate, challenging or intimidating for their child? One excellent way is for the parent and child to game together. In this special issue of Well Played we are looking for cases where parents and their kids (grandparents and their grandkids) are playing together.


Book Details

Pages

222

Cover Design

Heidi Wiren Bartlett

Language(s)

English

DOI

10.1184/R1/9914429

Product Dimensions

6 x 9

Imprint

ETC Press

Release Date

September 26, 2019

How does a parent know if the games that their child is playing is helpful, harmful, appropriate, challenging or intimidating for their child? One excellent way is for the parent and child to game together. In this special issue of Well Played we are looking for cases where parents and their kids (grandparents and their grandkids) are playing together.

This includes multiplayer of massively multiplayer games, co-op games, competitive games, or turn-based games where parent and child pass control back and forth or take on different roles. It also includes both digital and non-digital games.

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 with CfPs for submissions that will be released on a regular basis with high-quality essays.

Articles:

  • “Games, Play, Meaning and Minecraft,” Diane Carr and Cheesycat Puff
  • “It is dangerous to play alone, share this! Simulacra and simulations via inter-generational games,” by Enrico Gandolfi, Sofia Gandolfi, & Giulia Cerasi
  • Escaping With the Family: Cooperation and Collaboration in a Single-use Boardgame,” by Melissa J. Rogerson, Claudia R. R. McHarg, & Eleanor I. R. McHarg.
  • “A Father and Son Experience in Gloomhaven,” by Paul Gestwicki &  Alexander Gestwicki
  • “Play and Performance: Confronting Vulnerability through Karaoke,” by Jeffrey S. Bryan, Fallon Bryan, & Quinn Bryan
  • “Pursuits for the Heart: Monument Valley 2 and Intergenerational Play,” by Lauren Cruikshank & Fredericton
  • “Playing Together Across Space and Time,” by Ian Schreiber & Janis Schreiber
  • Life Lessons with Atreus and Chloe: Mature Video Games as Opportunity Spaces for Family Conversations,” by Angela M. Vanden, Adam L. Vanden Elzen, & Dexter R. Vanden Elzen
  • “Intergenerational and Transmediational Play Partnerships”, by Mamta Shah & Brenna Hassinger-Das