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12/19/2012
Power in Games

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11/23/2012
The Numinous Experience in Games

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10/27/2012
Why Games Writing is Important

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9/21/2012
Guild Wars 2: One Step Forward, Two Steps Back

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5/9/2012
A Question of Meaning

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Featured on Critical Distance for May 13th, 2012
4/14/2012
Understanding Closure: A Jungian Approach

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3/7/2012
The “Problem” with Mass Effect 3’s Multiplayer

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Featured on Critical Distance for March 11th, 2012
12/22/2011
Sort of Retrospective: Dungeon Siege 3 vs Witcher 2

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11/21/2011
Breaking Skyrim

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10/19/2011
Re-Examining the Magic Circle

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9/8/2011
APB and the Reisberger Paradox

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9/2/2011
Deus Ex: Non-Revolution?

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8/1/2011
Psychological Considerations on Diablo 3's Real Money Auctions

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7/13/2011
The Steam Scare

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4/20/2011
Thinking About Elizabeth: Part 2

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4/13/2011
Thinking About Elizabeth: Part 1

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4/6/2011
Agency Dissonance in Dragon Age 2
3/1/2011
Of Headshots and Player Agency: Epilogue

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2/22/2011
Of Headshots and Player Agency: Part 2
2/18/2011
Of Headshots and Player Agency: Part 1
10/15/10
The User is the Message
6/9/10
Validation Theory

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Featured in Rock, Paper, Shotgun's Sunday Papers for 6/20/2010
2/10/10
Narrative Replayability

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1/18/10
Infinite Climax Action!

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Republished on IGDA Game Design SIG's Game Design Aspect of the Month
12/29/09
Comparative Ludology: Finding the Fun of Tetris in Hack and Slash

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12/16/09
Considerations in Narrational Navigation
11/25/09
What Fallout Has to Say

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Featured in Bethesda Blog's Around the Web: GOTD Edition (12/03/09)
11/21/09
Accepting the Inherent Value of Games
11/16/09
Dragon Age: Gazing into the Abyss
11/04/09
Comparative Ludology: A Case Study Using The Sims and Total War

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10/22/09
Understanding Gameplay
10/13/09
What Can the Socratic Method Tell Us About Gameplay?

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10/05/09
Why Metrics Matter for Team Play and Player Satisfaction

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9/27/09
Aggressive Games and Aggressive Behaviors

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All Contents © 2012 Taekwan Kim