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Full Issue, volumes 1+2 (Journal + Critical Notes)
Vol. 1 – Journal (peer-reviewed)
Vol. 2 – Critical notes (non-reviewed commentaries)
Index
vol. 1, 2013 – Journal (peer reviewed): TECHNOLOGY EVOLUTION AND PERSPECTIVE INNOVATION
- Editorial Board – Technology evolution and perspective innovation. 3D and spatial depth today and yesterday
- D. Pietschmann, B. Liebold, G. Valtin & P. Ohler – Taking space literally: reconceptualizing the effects of stereoscopic representation on user experience
- A. Petrovits, A. Canossa – From M.C. Escher to Mass Effect: impossible spaces and hyper-real worlds in video games. How can hyper-real worlds be designed and interpreted in a 2D, 2.5D and 3D virtual environment and how will this implementation affect the stereoscopic 3D video games of the future?
- A. Larochelle – A new angle on parallel languages: the contribution of visual arts to a vocabulary of graphical projection in video games
- A. Işığan – The production of subject and space in video games
- D. Arsenault & P.-M. Côté – Reverse-engineering graphical innovation: an introduction to graphical regimes
- Z. Street – Polygons and practice in Skies of Arcadia
- Documents
- D. Arsenault, P.-M. Côté, A. Larochelle & S. Lebel – Graphical technologies, innovation and aesthetics in the video game industry: a case study of the shift from 2D to 3D graphics in the 1990s
- E. Menduni & A. Catolfi – Digital aesthetic forms between cinema and TV. The need for new research directions
vol. 2, 2013 – Critical Notes
- Books
- M. Salvador – P. Ortoleva. Dal sesso al gioco. Un’ossessione per il XXI° secolo?
- F. Giordano – Neoludica: (libro) arte e (libro) gioco
- V. Paggiarin – T. Mott (a cura di), A. Dresseno (ed. it.), 1001 videogiochi da non perdere
- M. Salvador – D. Compagno. Dezmond. Una lettura di Assassin’s Creed 2
- F. Giordano – Come diventare una Rockstar. Gli Houser e l’evoluzione del franchise Grand Theft Auto
- V. Agnoletto – T. Bissell. Voglia di vincere
- A. Tribelli – D. Felini (a cura di), Video game education. Studi e percorsi di formazione
- Games
- Miscellanea
- J. E. Ruggill & K. S. McAllister – Union yes? Computer game design, management, and labor relations
- F. Fasce – Global Game Jam 2013: report
- M. Teti – Ralph Spaccatutto, ovvero il videogioco come “repertorio culturale” del cinema