All Stories

  1. Avatar economies: affective investment from game to platform
  2. Haptic ambience: Ambient play, the haptic effect and co-presence in Pokémon GO
  3. Poker avatars: affective investment and everyday gambling platforms
  4. Georges Perec: A Player’s Manual
  5. Counterfactual Communities: Strategy Games, Paratexts and the Player’s Experience of History
  6. Flipping Out
  7. Introduction: What ‘is’ Australian Game Studies?
  8. Platform Studies’ Epistemic Threshold
  9. Video Game Policy
  10. Glitch Sorting: Minecraft, Curation and the Postdigital
  11. Management of Broadband Technology and Innovation
  12. The body of the gamer: game art and gestural excess
  13. A Model for Critical Games Literacy
  14. Game Studies’ Material Turn
  15. What digital games and literacy have in common: a heuristic for understanding pupils' gaming literacy
  16. Patterns of digital game-play in Australian high school students
  17. Literacy into action: digital games as action and text in the English and literacy classroom
  18. Literacy in the digital age: Learning from computer games
  19. Genre and game studies: Toward a critical approach to video game genres
  20. Glitch Sorting