Editorial: We got lucky - now we are going viral Malcolm Sutherland EditorialNotes 01 October 2014 Pages: 4 - 6
Case study — critical analysis of the educational game 56 Sage Street Prathap Chandran OriginalPaper 01 October 2014 Pages: 7 - 39
Spatializing play structures and interaction flow using GSML (Game System Modelling Language) Richard EmmsDennis WixonYasser Malaika OriginalPaper 01 October 2014 Pages: 40 - 53
“You have all the weapons you need” — Sucker Punch and the Multiform Gaze Conor McKeownJenna Ng OriginalPaper 01 October 2014 Pages: 54 - 63
‘Makes you think?’ How videogames have a history of neglecting to challenge social conventions Rich MetsonJon Weinbren OriginalPaper 01 October 2014 Pages: 64 - 82
Wrestling with the Controller: Why professional wrestling’s relationship with realism and narrative has hindered its remediation into computer game form Frank Roddy OriginalPaper 10 May 2017 Pages: 83 - 99
Navigation and immersion of blind players in text-based games Katharina SpielSven BertelMichael Heron OriginalPaper 10 May 2017 Pages: 130 - 152
Procedural Aesthetics — Building a toolset of aesthetic devices for generative games design Matt Stockham OriginalPaper 01 October 2014 Pages: 153 - 187
Opinion piece on what is missing in games — the state of emergent play James O. Butler OriginalPaper 01 October 2014 Pages: 190 - 193
Education and training for the video games industry John Sutherland BriefCommunication 01 October 2014 Pages: 205 - 207
Square pegs and round holes — games in the liberal arts Jim Terkerust OriginalPaper 10 May 2017 Pages: 208 - 211