The article aims to attend to the changes, turns and critical rifts and folds that have taken place during the past decade in the study of games and play. The contribution aims to critically explore, examine, and even challenge and overturn research directions, trends, and both open-ended or arguably dead-end pathways undertaken by scholarship in digital games in any field and across interdisciplinary approaches and methodologies.

Ten years of GAME - Games as Art, Media, Entertainment

Teti Marco
Writing – Original Draft Preparation
;
Giordano Federico
Writing – Original Draft Preparation
;
2023-01-01

Abstract

The article aims to attend to the changes, turns and critical rifts and folds that have taken place during the past decade in the study of games and play. The contribution aims to critically explore, examine, and even challenge and overturn research directions, trends, and both open-ended or arguably dead-end pathways undertaken by scholarship in digital games in any field and across interdisciplinary approaches and methodologies.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11389/50535
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