G|A|M|E

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    • G|A|M|E – n. 1/2012
      • vol. 1 JOURNAL
      • vol. 2 CRITICAL NOTES
        • BOOKS
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        • 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
    • G|A|M|E – n. 8/2019
      • Vol 1 – JOURNAL
      • Vol 2 – CRITICAL NOTES
    • G|A|M|E – n. 9/2020
    • G|A|M|E – n. 10/2021-2023
    • G|A|M|E – n. 11/2022-2023
    • G|A|M|E – n. 12/2024
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People

A

Anna Anthropy

Simone Arcagni

B

Matteo Bittanti

Giovanni Boccia Artieri

Ian Bogost

Jay David Bolter

C

Gordon Calleja

Vito Campanelli

Gianni Canova

Terry Cavanagh

Patrick Coppock

Giovanna Cosenza

Greg Costikyan

D

Bernie DeKoven

Tristan Donovan

E

Ruggero Eugeni

F

Mary Flanagan

Giuseppe Frazzetto

G

Alexander Galloway

Mario Gerosa

Ron Gilbert

Stefano Gualeni

J

Henry Jenkins

Jesper Juul

K

Raph Koster

M

Jane McGonigal

Roy Menarini

Nick Montfort

Janet Murray

P

Steven Poole

R

John Romero

S

Bruce Sterling

Z

Eric Zimmerman

  • Other papers from the Journal

    • There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity
    • The Whose View of Hue?: Disability adaptability for color blindness in the digital game Hue
    • 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
    • It wasn't even acceptable in the Eighties: Hotline Miami and snuff films
    • 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)
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Editore: Ass.ne Culturale Ludica, Via V.Veneto 33, 89123 Reggio Calabria (IT)
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