The international journal of computer game research Bartosz Dudek A Sense of Fear and Anxiety in Digital Games: An Analysis of Cognitive Stimuli in <em>Slender -- The Eight Pages</em> Fear and anxiety induced by games are ubiquitous, but unexplored. This article analyzes fear and anxiety inducing mechanics and modalities found in Slender -- The Eight Pages. It gives a detailed account of how fear and anxiety are induced; later using it to further explain the way they might be activated by several in-game components. Matthew Horrigan The Liminoid in Single-Player Videogaming: A Critical and Collaborative Response to Recent Work on Liminality and Ritual Many essays in game studies deploy the concept of liminality. The term has become diluted with use. However, Turner and van Gennep developed liminality together with related concepts that suggest a richer account of play than liminality captures on its own. This essay discusses the role of the liminoid in connecting players with characters. Selim Krichane When Seeing is Playing: The History of the Videogame Camera This article traces the emergence and generalization of the term "camera" in discourses surrounding videogames. The detailed analysis is based on a large corpus of magazines in French and English and on game manuals. This study enables us to renew the traditional narratives on the relationship between cinema and videogames during the 1990s. Eoghain Meakin, Brian Vaughan, Charlie Cullen “Understanding” Narrative; Applying Poetics to <em>Hellblade: Senua’s Sacrifice</em> An illustration and discussion of the practical uses of Aristotle’s Poetics when describing video game narratives. What emerges from this lens is the articulation of a cognitive arc for both the player and player character and the mechanisms used to make this possible. Gregory P. Perreault, Emory Daniel Jr., Samuel M. Tham The Gamification of Gambling: A case study of the mobile game <em>Final Fantasy Brave Exvius</em> This study looks at the case of the mobile, loot box-focused game Final Fantasy Brave Exvius to better understand how and why gamers spend real-world money on in-game purchases. Players are motivated by their community, social identity, and nostalgia for the games of their youth. Jon Stone Separation Anxiety: Plotting and Visualising the Tensions Between Poetry and Videogames Are ‘poetry games’ a paradox? This article considers the problems inherent in mixing what Astrid Ensslin describes as “two entirely different interactive, productive, aesthetic, phenomenological, social, and discursive phenomena,” charting the differences in greater detail. Nansong Zhou Parasocial Relationships in Social Contexts: Why do Players View a Game Character as Their Child? Many Chinese players relate to the game character in Travel Frog as if it were their child. By conducting interviews with 20 players from major Chinese cities, this article explores how the relationships between players and this character are deeply rooted in player conceptions of their ideal lifestyle and ideal parent- child relationships.