The International Journal of Computer Game Research

Our Mission - To explore the rich cultural genre of games; to give scholars a peer-reviewed forum for their ideas and theories; to provide an academic channel for the ongoing discussions on games and gaming.

Game Studies is a non-profit, open-access, crossdisciplinary journal dedicated to games research, web-published several times a year at

Our primary focus is aesthetic, cultural and communicative aspects of computer games, but any previously unpublished article focused on games and gaming is welcome. Proposed articles should be jargon-free, and should attempt to shed new light on games, rather than simply use games as metaphor or illustration of some other theory or phenomenon.

Game Studies is published with the support of:

The Swedish Research Council (Vetenskapsrådet)

The Joint Committee for Nordic Research Councils for the Humanities and the Social Sciences

IT University of Copenhagen

Lund University

If you would like to make a donation to the Game Studies Foundation, which is a non-profit foundation established for the purpose of ensuring continuous publication of Game Studies, please contact the Editor-in-Chief or send an email to: foundation at gamestudies dot org
Ability, Disability and Dead Space

by Diane Carr

How does the horror game Dead Space use the idea of disability? How are able bodies represented in the game? What is the relationship between disability as threat, and the various sensations and pleasures offered by the game? In this essay these questions are explored using textual analysis. [more]
“Take That, Bitches!” Refiguring Lara Croft in Feminist Game Narratives

by Esther MacCallum-Stewart

Tomb Raider’s 2013 reboot enabled a re-consideration of Lara Croft and the gender politics of representing her. This paper re-evaluates Tomb Raider ten years after Game Studies first addressed it. [more]

Battle on the Metric Front: Dispatches from Call of Duty's Update War

by David Murphy

This article analyzes the controversy over a software update applied to Call of Duty: Black Ops II (Treyarch, 2013) using assemblage theory (Deleuze & Guattari, 1987). By combining information posted by players with a critical investigation of reward systems, the conflict is contextualized within a neoliberal climate of player/industry mistrust. [more]
A Too-Coherent World: Game Studies and the Myth of “Narrative” Media

by Edward Wesp

This article revisits Jesper’ Juul’s oft-cited argument about video games’ “incoherent” fictional worlds to argue for a more open relationship between the study of video games and other media, based on the recognition that all media have complex relationships with the narratives and fictions they convey. [more]

Book Reviews

De Koven’s “The Well-Played Game”

by Gonzalo Frasca

The Well-Played Game. A Player's Philosophy (2013) by Bernard De Koven. Cambridge. Mass.: MIT Press. ISBN: 9780262019170. 176 pp. [more]
Review of Karlsen's A World of Excesses: On-line Games and Excessive Playing

by Joyce Goggin

A World of Excesses. Online Games and Excessive Playing (2013) by Faltin Karlsen. Farnham, UK: Ashgate. ISBN-13: 978-1409427636. 178 pp. [more]


©2001 - 2014 Game Studies Copyright for articles published in this journal is retained by the journal, except for the right to republish in printed paper publications, which belongs to the authors, but with first publication rights granted to the journal. By virtue of their appearance in this open access journal, articles are free to use, with proper attribution, in educational and other non-commercial settings.