The international journal of computer game research Francis Dalisay, Matthew J. Kushin, Jinhee Kim, Amy Forbes, Clarissa C. David, Lilnabeth P. Somera Motivations for Video Game Play And Political Decision-Making: Evidence from Four Countries This article explores relationships between motivations for video game play and 3 key dimensions of political decision-making: political efficacy, skepticism and apathy. A cross-national survey of participants in Australia, South Korea, the Philippines and the U.S. was conducted. The findings extend understanding of videogame's civic potential. Stephanie Harkin Liminal Rhetoric in Girlhood Games: Developmental Disruption in Night School Studio’s <em>Oxenfree</em> This paper presents a lens through which to examine girlhood games as liminal spaces that hold a potentially transformative role for girl players. A textual analysis of Night School Studio’s Oxenfree applies this lens, arguing that the game subverts linear ideologies of development. Rachael Hutchinson Observant Play: Colonial Ideology in <em>The Legend of Zelda: Breath of the Wild</em> This paper asks how ideology is conveyed in the open world environment. Colonial readings of Breath of the Wild are challenged in the context of historical Japanese discourses on “civilized” and “uncivilized.” The term “observant play” builds on ideas of the implied player, with player agency examined in terms of ethics and self-limitation. Eric Kaltman, Stacey Mason, Noah Wardrip-Fruin The Game I Mean: Game Reference, Citation and Authoritative Access The field of game studies is grappling with the question of how to cite its objects of study. Current recommendations derive from print-based traditions and disciplinary blind spots. In response, this article looks at the fundamental reasons for citation and recommends an approach based on the level of access needed to validate an author’s claim. Michał Kłosiński Digital Recycling: Retrotopia in representations of warships in <em>World of Warships</em> This article offers an interpretation of ORP Błyskawica, a famous Polish World War II destroyer digitally represented in the videogame, World of Warships. This object is analyzed as a "quasi-historical object": a medium for exploring and idealizing the past by manipulating the ontology of the historical artifacts they are built after. Stephanie Rennick, Seán Roberts Improving video game conversations with trope-informed design Video game dialogue and "real life" conversations differ in interesting and surprising ways. Informed by pragmatics and conversational analysis, we propose ways to make NPC dialogue more realistic and thereby improve player immersion. Weimin Toh The Economics of Decision-Making in Video Games Decision-making is an important life skill. We used a theoretical thematic analysis approach to code the players’ decision-making in video games using economic concepts. We then relate the economic considerations to other factors within gameplay activity. GAP '22 Call for Papers: Game Analysis Perspectives (GAP) The Game Studies journal and the Making Sense of Games (MSG) project invite contributions to a double-blind peer-review, single-track conference on the topic of game analysis. The conference is hosted by the Center for Computer Games Research at the IT University of Copenhagen in April, 2022. We invite full papers and extended abstracts.