Contents
Shall We Play a Game? |Tiffany Funk
Savior: Cuba’s First Independent Video Game | Josuhe Pagliery and Teresa Silva
Game Levels as Works of Art, Architecture, and Design | Christopher W. Totten
Toward a Ludic Literacy: Procedure, Imageword, and Metaphor in Digital Games | Jacob Euteneuer
Ludic Voyeurism and Passive Spectatorship in Gone Home and Other “Walking Simulators” | Sercan Şengün
Arcade Operator: An Art Game Experiment About Arcade Repair | Kieran Nolan
“Who Did I Jettison Into Space?” Complicity as a Tool for Narrative Expression in INSIDE and The Swapper | Monica Evans
“Please Do Touch (and Disrupt) the Art”: Glitch-Kinesthetics and Spectator Agency in Super Metroid: Nightmare Edition | Eddie Lohmeyer
The Enemy of Expression: Production Notes on the Simulation of an Endless Place | Evan Meaney
Let’s Play Game Exhibitions: A Curators’ Perspective | Jesse de Vos, René Glas, and Jasper van Vught