G|A|M|E

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  • ABOUT
    • The Journal
    • Editorial Board
  • CFP
  • ISSUES
    • G|A|M|E – n. 1/2012
      • vol. 1 JOURNAL
      • vol. 2 CRITICAL NOTES
        • BOOKS
        • GAMES
        • MISCELLANEA
    • G|A|M|E – n. 2/2013
      • vol. 1 JOURNAL
      • vol. 2 CRITICAL NOTES
        • BOOKS
        • GAMES
        • MISCELLANEA
    • G|A|M|E – n. 3/2014
      • vol. 1 JOURNAL
      • vol. 2 CRITICAL NOTES
    • G|A|M|E – n.4/2015
      • vol. 1 JOURNAL
      • vol. 2 CRITICAL NOTES
    • G|A|M|E – n. 5/2016
      • vol. 1 JOURNAL
      • vol. 2 CRITICAL NOTES
    • G|A|M|E – n. 6/2017
      • Vol 1 – JOURNAL
      • Vol 2 – CRITICAL NOTES
    • G|A|M|E – n. 7/2018
      • Vol 1 – JOURNAL
    • G|A|M|E – n. 8/2019
      • Vol 1 – JOURNAL
      • Vol 2 – CRITICAL NOTES
    • G|A|M|E – n. 9/2020
      • Vol 1 – JOURNAL
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ABOUT

GAME – Games as Art, Media, Entertainment is an international, peer-reviewed, free access scholarly journal dedicated to games and play.

GAME publishes one monographic issue per year. Read more about the journal and its Editorial Board.

ISSN 2280-7705 – CODE OF CONDUCT

GAME – Games as Art, Media, Entertainment è una rivista scientifica internazionale open access di game studies. GAME impiega un sistema di peer-reviewing double blind. Altre informazioni a proposito della rivista e comitato editoriale..

ISSN 2280-7705 – CODICE ETICO

 

A project by
Associazione Ludica   Filmforum

With the patronage of


Università di Cagliari
Dipartimento di Storia, Beni Culturali e Territorio

Partners
 

  • Other papers from the Journal

    • Haptic Interfaces for Individuals with Visual Impairments
    • WaTa Fight! How situated multiplayer competitive gaming can facilitate the inclusion of low vision and blind players
    • G|A|M|E Issue 7, 2018 - Digital Games for Special Needs; Special Needs for Digital Games
    • The Whose View of Hue?: Disability adaptability for color blindness in the digital game Hue

    Read other Journal papers (n.7/2018)

  • Other papers from the Critical Notes

    • It wasn't even acceptable in the Eighties: Hotline Miami and snuff films
    • Towards a typology of video game trailers: Between the ludic and the cinematic
    • Jenna Ng (ed.), Understanding Machinima. Essays on Filmmaking in Virtual Worlds

    Read other Critical Notes (n.4/2015)

G|A|M|E (ISSN: 2280-7705)
Contact us
Editore: Ass.ne Culturale Ludica, Via V.Veneto 33, 89123 Reggio Calabria (IT)
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