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Current Issue - Volume 2 No. 1 - Spring 2005
Table of Contents (pdf)(linked directly to the specific page in the screen version pdf) Editor's Note, by Conrad Gleber Preface, by Ken S. McAllister and Judd Ethan Ruggill, University of Arizona (Guest Editors) Game Studies:
What is it Good For? by
Espen Aarseth, The Two Faces of Reality, by Chris Crawford, Game Designer Real-Time
Performance: Machinima and Game Studies, by Discovering
a Lexicon for Video Games: New Research on Structured Vocabularies,
by Gaming's Non-Digital Predecessors, by Laurie N. Taylor and Cathlena Martin, University of Florida Poised to Play: the Evolution of Games on DVD Releases, by John Reid Perkins-Buzo, Dominican University—Priory Campus Video Games, Mind, and Learning, by James Paul Gee, University of Wisconsin-Madison Games for the Thinking Person: Teaching Computer Game Development in an Academic Environment, by Monica Evans, University of Texas-Dallas The Generation Gap: Bridging Learners and Educators, by Linda L. Baer, Minnesota State Colleges and Universities Teaching Media
Culture with Computer Games, by
Judd Ethan Ruggill, University of Arizona Asking What
Is Possible: The Georgia Tech Approach to Game Research and Education, by 'Modding' Education: Engaging Today's Learners, by Nora Paul, University of Minnesota, Kathleen A. Hansen, University of Minnesota, and Matt Taylor, Dunwoody College of Technology Preventing Piracy within the Video Game Industry, by Ginger Myles, IBM Almaden Research Center
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