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  1. Home /
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  3. Vol. 8 No. 2 (2022)

Vol. 8 No. 2 (2022)

Published: 2022-06-13

Editorial

  • Editorial

    Samuel Poirier-Poulin, Sarah Stang, Erin Maclean, Lauren Watson, Andrew Bailey, Andrew Fleshman, Alexandra Catá-Ross, Ashley P. Jones, Avery Delany, Braden Timss, Charlotte Courtois, Cassandra Barkman, Francis Butterworth-Parr, Hayley McCullough, Hibby Thach
    i-iv
    • PDF

Articles

  • Visual Novel Based Education in English Literature A Study on Student Engagement

    Morgan Himes
    1-20
    • PDF
  • Valorant and the Platformization of Free-To-Play Games Framing the Work of Content Creators as a Cultural Commodity

    Kas van der Molen
    21-43
    • PDF
  • Understanding Extended Testing Feedback Positioning Platforms as a Key Factor in Independent Game Development

    Xinge Tong
    44-65
    • PDF
  • What Factors Do Players Perceive as Methods of Retention in Battle Royale Games?

    Michael John Saiger, Bobby Dewan Akram Khaleque
    66-87
    • PDF
  • Cinesthetic Play, or Gaming in the Flesh Grasping Celeste by Adapting the Cinesthetic Subject Into a Phenomenology of Videogaming

    Danny Steur
    88-105
    • PDF

Book Reviews

  • Review: The Queer Games Avant-Garde: How LGBTQ Game Makers Are Reimagining the Medium of Video Games

    David Peter Kocik
    106-109
    • PDF
  • Review: Intersectional Tech: Black Users in Digital Gaming

    Hibby Thach
    110-114
    • PDF
  • Review: Cooperative Gaming: Diversity in the Games Industry and How to Cultivate Inclusion

    Benjamin Hanussek
    115-118
    • PDF
  • Review: How to Be a Games User Researcher

    Joe Todd
    119-122
    • PDF

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