G|A|M|E

  • HOME
  • 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
  • LINKS
  • ARCHIVE
  • CONTACT
ISSUES

N. 1/2012 – All of us, players
Vol. 1 – Journal
Vol. 2 – Critical notes

N. 2/2013  Technology evolution and perspective innovation. 3D and spatial depth today and yesterday
Vol.1 – Journal
Vol.2 – Critical notes

N. 3/2014 – Video game subcultures: playing at the periphery of mainstream culture
Vol. 1 – Journal
Vol. 2 – Critical notes

N. 4/2015 – Re-framing video games in the light of cinema 
Vol. 1 – Journal
Vol. 2 – Critical notes

N. 5/2016 – Games on Games. Game design as critical reflexive practice
Vol. 1 – Journal
Vol. 2 – Critical notes

N. 6/2017 – Hear the Music, Play the Game. Music and Game Design: Interplays and Perspectives
Vol. 1 – Journal
Vol. 2 – Critical notes

N. 7/2018 – Digital Games for Special Needs; Special Needs for Digital Games
Vol. 1 – Journal

N. 8/2019 –  Interdisciplinary Perspectives on Video Game Agency
Vol. 1 – Journal
Vol. 2 – Critical notes

N. 9/2020 – The Taboos of Game Studies
Vol. 1 – Journal

 

 

  • Other papers from the Journal

    • Digital Games for Special Needs; Special Needs for Digital Games
    • There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity
    • Reducing Bias Through Gaming
    • WaTa Fight! How situated multiplayer competitive gaming can facilitate the inclusion of low vision and blind players

    Read other Journal papers (n.7/2018)

  • Other papers from the Critical Notes

    • Jenna Ng (ed.), Understanding Machinima. Essays on Filmmaking in Virtual Worlds
    • Towards a typology of video game trailers: Between the ludic and the cinematic
    • L. Argenton, S. Tiberti, Psicologia del videogioco. Come i mondi virtuali influenzano mente e comportamento

    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)
Privacy policy - cookie policy