Special Issues

27 Items

All Items

  • Virtual Magic. The Depictions of Semi-Referential Systems of Magic in Video Game Aesthetics and Narrative

    Andrej Kapcar
    139-191
    DOI: https://doi.org/10.48783/gameviron.v22i22.275
  • Videoludic Metalepsis. A Review of Agata Waskiewicz's Metagames: Games on Games (2024)

    Stefano Gualeni
    208-214
    DOI: https://doi.org/10.48783/gameviron.v21.i21.264
  • Video Games Beyond Play. Decolonizing Gamevironments

    Christopher Helland
    144-165
    DOI: https://doi.org/10.48783/gameviron.v21.i21.261
  • Triple Fun! Pedagogy, Play, and Parent Involvement in Religion-Based Board Games

    Arwa Hussain
    144-157
    DOI: https://doi.org/10.48783/gameviron.v19i19.213
  • The Aetherlight. A Case Study of the Formational Potential of a Game

    Philippa Isom
    158-177
    DOI: https://doi.org/10.48783/gameviron.v19i19.221
  • Teaching with Games. Formative Gaming in Religion, Philosophy and Ethics. Introduction to the Special Issue

    Tim Hutchings
    1-18
    DOI: https://doi.org/10.48783/gameviron.v19i19.243
  • Review of Tom Tyler's Game: Animals, Video Games, and Humanity (2022)

    Agata Waszkiewicz
    215-220
    DOI: https://doi.org/10.48783/gameviron.v21.i21.265
  • Review of Robert Houghton's The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism (2024)

    Markus Eldegard Mindrebø
    215-219
    DOI: https://doi.org/10.48783/gameviron.v22i22.277
  • Review of Melissa Kagen’s Wandering Games (2022)

    Manh-Toan Ho
    221-226
    DOI: https://doi.org/10.48783/gameviron.v21.i21.268
  • Review of Christopher B. Patterson and Tara Fickle’s Made in Asia/America: Why Video Games Were Never (Really) About Us (2024)

    Joleen Blom
    220-230
    DOI: https://doi.org/10.48783/j15k2g50
  • Re-Imagining Christian Education Through Neurodivergent Fellowship, Play, and Leadership in Online Videogaming

    Erin Raffety, Maria Insa-Iglesias
    80-114
    DOI: https://doi.org/10.48783/gameviron.v19i19.220
  • Playing to Grow. Roundtable Interview on Games, Education, and Character

    Owen Gottlieb, Matthew Farber, Paul Darvasi
    178-205
    DOI: https://doi.org/10.48783/gameviron.v19i19.215
  • Peripheral Religions and Games. Introduction

    Carolin Puckhaber, Aska Mayer, Knut V.M. Wormstädt
    1-21
    DOI: https://doi.org/10.48783/gameviron.v22i22.284
  • Nerfing My Religion. A Cognitive Mapping of Faiths in Crusader Kings III and Europa Universalis IV

    Christopher McMahon
    22-57
    DOI: https://doi.org/10.48783/gameviron.v22i22.270
  • Ma Nishtana: What is Jewish about Jewish Games?

    Jessica Hammer, Gabrielle Rabinowitz, Ben Bisogno
    52-79
    DOI: https://doi.org/10.48783/gameviron.v19i19.225
  • Ludonarratology and Gamevironments in Dialogue

    Zhange Ni
    84-118
    DOI: https://doi.org/10.48783/gameviron.v21.i21.266
  • Gamevironments Revisited from the Perspective of Game Production Studies

    Vit Šisler, Jan Švelch
    166-207
    DOI: https://doi.org/10.48783/gameviron.v21.i21.263
  • Designing Keep the Faith. Creating a Storytelling Game About a Religion in Transition

    Greg Loring-Albright
    192-214
    DOI: https://doi.org/10.48783/gameviron.v22i22.272
  • Cultural Heritage, Video Games and Video Gaming. Researching Global Actants with Gamevironments

    Xenia Zeiler
    60-83
    DOI: https://doi.org/10.48783/gameviron.v21.i21.259
  • Creating Cult Controversies. Peripheral Religions in the Video Game Baldur’s Gate 3

    Dunja Sharbat Dar
    58-96
    DOI: https://doi.org/10.48783/gameviron.v22i22.273
  • Community, Alienation and the Experience of Networks. Gamevironments and Theories of Community

    Dom Ford
    119-143
    DOI: https://doi.org/10.48783/gameviron.v21.i21.260
  • A Ludic Litmus Test. Sara Is Missing, Gamevironments, and Gregory Bateson's Theory of Play

    Gregory Price Grieve
    34-59
    DOI: https://doi.org/10.48783/gameviron.v21.i21.262
  • A Case Study of Teaching Complex Skills in Philosophy Through Games. Are You Flourishing?

    Karl Egerton
    19-51
    DOI: https://doi.org/10.48783/gameviron.v19i19.218
  • Gamevironments as an Analytical Lens for Studying Gaming and Culture. A Critical Revision

    Kerstin Radde-Antweiler
    1-33
    DOI: https://doi.org/10.48783/gameviron.v21i21.269
  • “This is a Zombie Apocalypse – it’s an Entirely Different Situation.” Teachers’ Deductive and Inductive Framing of Digital Games in Ethics Education

    Tobias Staaby
    115-143
    DOI: https://doi.org/10.48783/gameviron.v19i19.233
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