Archive for November 2021

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[Commlist] Journal of Gaming & Virtual Worlds 13.2 published

Mon Nov 15 15:30:08 GMT 2021






Intellect is pleased to announce that Journal of Gaming & Virtual Worlds13.2 is out now!


For more information about the journal and issue click here>>

https://www.intellectbooks.com/journal-of-gaming-virtual-worlds <https://www.intellectbooks.com/journal-of-gaming-virtual-worlds>


Aims and Scope


The Journal of Gaming & Virtual Worlds(JGVW) is an international, peer-reviewed journal devoted to the study of games and playful practices across media platforms and genres. It is a leading forum for interdisciplinary dialogue within game studies, focusing primarily on theory and criticism of games, the intersection of media, game design and gaming culture, and the performative and transformative dimensions of games and virtual worlds. The journal is open to diverse research approaches including: theoretical, empirical/ethnographical, creative and pedagogical methods, as well as submissions from essayists and reviewers. We are particularly interested in inter or multi-disciplinary contributions that connect scholars across multiple discourses.


JGVWaims at researchers and professionals working in and researching creative media, and seeks to document, harmonize, juxtapose and critically evaluate the diverse media landscape. It features long articles, short papers, essays, interviews and critical reviews of relevant new publications, video games, virtual environments and digital art.


Those looking to submit an article to the journal should do so via the journal’s webpage (www.intellectbooks.com/journal-of-gamingvirtual-worlds <http://www.intellectbooks.com/journal-of-gamingvirtual-worlds>). Prospective guest editors are invited to approach the Associate Editors with a proposal for a themed issue or series. Prospective reviewers and publishers should approach the Reviews Editor or the VR & Arts Reviews Editor respectively.


Issue 13.2


Articles


Cute, cuddly and completely crushable: Plushies as avatars in video games <https://www.ingentaconnect.com/contentone/intellect/jgvw/2021/00000013/00000002/art00001>

EMMA REAY


Modding as game development: Investigating the influences over how mods are made <https://www.ingentaconnect.com/contentone/intellect/jgvw/2021/00000013/00000002/art00002>

LEÔNIDAS SOARES PEREIRA AND MAURÍCIO MOREIRA E SILVA BERNARDES


The mind games have already started: An in-depth examination of trash talking in Counter- <https://www.ingentaconnect.com/contentone/intellect/jgvw/2021/00000013/00000002/art00003>Strike: Global Offensiveesports using practice theory <https://www.ingentaconnect.com/contentone/intellect/jgvw/2021/00000013/00000002/art00003>

SIDNEY V. IRWIN, ANJUM NAWEED AND MICHELE LASTELLA


A systematic literature review of ‘empathy’ and ‘games’ <https://www.ingentaconnect.com/contentone/intellect/jgvw/2021/00000013/00000002/art00004>

KAREN SCHRIER AND MATTHEW FARBER


Book Reviews


Playing Nature: Ecology in Video Games, Alenda Y. Chang (2019) <https://www.ingentaconnect.com/contentone/intellect/jgvw/2021/00000013/00000002/art00005>

BRIAN HENDERSON


The Pokémon Go Phenomenon: Essays on Public Play in Contested Spaces, Jamie Henthorn, Andrew Kulak, Kristopher Purzycki and Stephanie Vie (eds) (2019) <https://www.ingentaconnect.com/contentone/intellect/jgvw/2021/00000013/00000002/art00006>

JES KLASS


Game Review


Surviving Mars, Haemimont Games (2018) <https://www.ingentaconnect.com/contentone/intellect/jgvw/2021/00000013/00000002/art00007>

HEATHER G. S. JOHNSON


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