
New Books in Game Studies
This podcast is a channel on the New Books Network, an academic audio library dedicated to public education. Each episode features scholars discussing their recently published research with another expert in their field. The network offers over 150 channels and more than 28,000 episodes. Listeners can explore the full catalog on the New Books Network website and subscribe to a free weekly newsletter.
Episodes

David I. Waddington, "The Hidden Curriculum of Video Games" (McGill-Queen's UP, 2026)
Despite decades of inflammatory rhetoric, the real risk of video games lies not in their violent imagery but in the ethical and political sensibilities they normalize. Video games reward speed, efficiency, control, and meritocratic mastery, training players to align with a technolibertarian worldview - one that celebrates individual will, technological power, and skepticism toward collective forms

Daniel L. Gardner, "Thresholds of Digital Gameplay" (MIT Press, 2025)
Contemporary digital gameplay is only accessible by navigating an
ecosystem of interfaces that support its computational nature. Account
logins, controllers, and an assortment of menus, settings, and other
peripheral-to-gameplay elements support a range of practical and
necessary functions that result from the transformation of gameplay into
digital gameplay, as well as broader shifts toward

Stefan Höltgen et al., "Commodore 64: Past, Present, and Future of a Home Computer" (Projekt Verlag, 2026)
The Commodore 64 is the most significant computer of its era. From 1982 to 1994, a total of 27 million units were sold—more than any other computer from a single manufacturer afterwards. Due to its widespread use as well as its technical features, the C64 has a huge international following—even to this day. The 19 contributions compiled in Commodore 64: Past, Present, and Future of a Home Com

Alexander Vandewalle, "Characters and Characterization in Mythological Video Games" (Bloomsbury, 2026)
The first book-length study on mythology reception in video games, Characters and Characterization in Mythological Video Games (Bloomsbury, 2026) examines how video games characterize mythological characters from the perspectives of classical reception and game studies. Characters are vital to most stories, and many video games. They allow us to enter the fiction of a game, and facilitate our embo

Aditya Deshbandhu, "The 21st Century in 100 Games" (Routledge, 2024)
The 21st Century in 100 Games (Routledge India, 2024) is an interactive public history of the contemporary world. It creates a ludological retelling of the 21st century through 100 games that were announced, launched and played from the turn of the century.
Aditya Deshbandhu is Senior Lecturer of Communications, Digital Media Sociology at the University of Exeter, UK. A researcher of video game s

Amy Thomas, "Copyright, Contract, and Video Games: Terms of Play" (Hart Publishing, 2026)
Copyright, Contract, and Video Games: Terms of Play (Hart Publishing, 2026) uncovers how video game contracts act as monologues of power, moulding players to align with proprietary ideologies.
In the era of interactive technologies, the player emerges as a vital yet curiously overlooked figure. While copyright law governs the creation and distribution of these technologies, it sidesteps the play

Stephanie Farnsworth, "Games That Haunt Us: Gothic Game Space as a Living Nightmare" (Bloomsbury, 2026)
Games That Haunt Us: Gothic Game Space as a Living Nightmare (Bloomsbury, 2026) is an examination of how the Gothic appears in game space to interrogate an area of substantial importance to contemporary games, with a focus on environments, bodies, and defining the Gothic in games. The Gothic, both as a literary and videogame genre has increased in prominence amongst literature, media, and culture

Heather Shay, "Identity Building Among Role-Playing Gamers: Slaying Goblins in the Real World" (Bloomsbury, 2025)
In Identity Building Among Role-Playing Gamers: Slaying Goblins in the Real World (Bloomsbury 2025), Heather Shay draws from 19 months of participant-observation and 20 in-depth interviews with players. She found that gamers derive significant social and psychological benefits from table-top role-playing games-not least in that players often feel the hobby makes them better people.
Playing these

Michał Mycka, "Games User Research Cookbook: Tools and Techniques for Better Player Experience" (CRC Press, 2026)
This book offers a comprehensive and practical guide to Games User Research (GUR). Blending theory and hands-on experience, it walks readers through methods, tools, and techniques tailored to the real-world constraints of small and medium-sized game development studios to support them in delivering better player experiences. The book is divided into three parts. Part one introduces core concepts t

Peter D. McDonald, "The Impossible Reversal: A History of How We Play" (U Minnesota Press, 2026)
Tracing the cultural history of play--from Fluxus to SimCity Games and gamified activities have become ubiquitous in many adults' lives, and play is widely valued for fostering creativity, community, growth, and empathy. But how did we come to our current understanding of what it means to play? The Impossible Reversal: A History of How We Play charts the transformation of notions of playfulness be

Carlin Wing, "Bounce: Balls, Walls, and Bodies in Games and Play" (MIT Press, 2026)
Bounce: Balls, Walls, and Bodies in Games and Play (MIT Press, 2026) follows an array of bouncing balls through the histories of nonelectronic and electronic games, across the spectrum of play, game, and sport, and into the domains of physics, material science, animation, and computing. The book’s focus on bounce sidesteps the focus on play found in much of the game studies literature and broadens

Kaitlin Tremblay, "Life is Strange" (Boss Fight Books, 2026)
Despite its time travel mechanics, high stakes, and pulpy murder plot, Don’t Nod Entertainment’s 2015 adventure game Life is Strange stood out from most video games with its unapologetic emphasis on queer romance and friendships.
Yet for all the game’s specificity, players around the world found something of themselves in its protagonist, Max Caulfield, a perceptive yet insecure teen photograp

Victor Navarro-Remesal, "Zen and Slow Games" (MIT Press, 2026)
A deep dive into the reflective modes of playfulness in video games. Slowness and reflectiveness have always been part of the video game medium, though they have been used very differently throughout its history. In Zen and Slow Games (MIT Press, 2026), Víctor Navarro-Remesal challenges the dominant discourse of action and quick reflexes in video games to offer an analysis of reflectiveness as a

Miguel Sicart, "Playing Software: Homo Ludens in Computational Culture" (MIT Press, 2023)
The play element at the heart of our interactions with computers—and how it drives the best and the worst manifestations of the information age.
Whether we interact with video games or spreadsheets or social media, playing with software shapes every facet of our lives. In Playing Software: Homo Ludens in Computational Culture (MIT Press, 2023), Miguel Sicart delves into why we play with computers,

Raiford Guins, "King PONG: How Atari Bounced Across Markets to Make Millions" (MIT Press, 2026)
PONG is one of the longest- and most consistently circulating video games. Released in 1972, it remains at our fingertips as Android or iOS app, hosted at freepong.org and the Internet Archive, and even released as A Tiny Game of Pong for the Apple Watch. Despite its simplicity and ubiquity, Atari’s PONG encapsulates far more than the history of a video game and an iconic game company. King PONG:

Charlotte Reber, "Dragon Age II" (Boss Fight Books, 2026)
Rushed through development in just a year to capitalize on the runaway success of its predecessor, Dragon Age II's writing team had only a few months to write an entire game before handing it off to voice acting and development. The result was an often ramshackle sequel featuring a smaller world, fewer companions, and repetitive quests—as well as some of the best characters, dialogue, and storytel

Rob Gallagher, "Artgames after GamerGate" (Palgrave Macmillan, 2025)
Videogame culture is obsessed with development. But gaming is still widely associated with wasted time, squandered potential and backwards attitudes. Even as the average gamer grows older, the medium remains dogged by the same old question: when will videogames grow up? The Gamergate movement lent this question renewed urgency, launching attacks on feminists and “social justice warriors” that have

Federico Alvarez Igarzábal and Emmanuel Guardiola, "Video Games and Mental Health: Perspectives of Psychology and Game Design" (Transcript Publishing, 2024)
How do video games and mental health intersect from the perspectives of psychology and game design? In recent years, the topic of mental health has gained tremendous importance for the games industry, affecting both the applied and entertainment games sectors. The former draws from established practices in diagnostics, digital medicine, therapy, and self-help to develop innovative and accessible t

Chaim Gingold, "Building SimCity: How to Put the World in a Machine" (MIT Press, 2024)
Building SimCity explores the history of computer simulation by chronicling one of the most influential simulation games ever made: SimCity. As author Chaim Gingold explains, Will Wright, the visionary designer behind the urban planning game, created SimCity in part to learn about cities, appropriating ideas from traditions in which computers are used as tools for modeling and thinking about the w

Adrienne Domasin ed., "The Psychgeist of Pop Culture: The Last of Us" (Playstory Press, 2025)
The Psychgeist of Pop Culture: The Last of Us (Playstory Press, 2025) explores the psychological themes at the heart of The Last of Us franchise. Authors from media, culture, and fandom studies explore how trauma, grief, morality, survival, and revenge shape the story’s characters and influence their choices. This book examines these themes across both video games (The Last of Us and The Last of

Jessica Doyle and Jordan Ferguson, "Dance Dance Revolution" (Boss Fight Books, 2025)
On September 26, 1998, a video game made its debut in Japanese arcades. It was over seven feet tall and weighed just over 900 pounds. It had no characters, no story, no quests to fulfill or bosses to beat. What it had was a metal platform on which you were supposed to stand, put your feet into the right place at the right time, and dance.
Join two music critics, long-ago players, and Sota Fujimor

Kawika Guillermo, "Of Floating Isles: On Growing Pains and Video Games" (Arsenal Pulp Press, 2025)
An immersive journey into the author's lifelong attachment to video games, revealing how they shape us, shatter us, and give us the courage to start again
Of Floating Isles: On Growing Pains and Video Games (Arsenal Pulp Press, 2025) is a captivating collection of personal essays that unpack the mystifying and often intimate roles that video games play in our lives. Interweaving memoir with cul

Alisha Karabinus et al. eds., "Historiographies of Game Studies: What It Has Been, What It Could Be" (Punctum Books, 2025)
Historiographies of Game Studies: What It Has Been, What It Could Be (Punctum Books, 2025) offers a first-of-its-kind reflection on how game studies as an academic field has been shaped and sustained. Today, game studies is a thriving field with many dedicated national and international conferences, journals, professional societies, and a strong presence at conferences in disciplines like computer

Julien Mailland on "The Game That Never Ends: How Lawyers Shape the Videogame Industry"
Peoples & Things host, Lee Vinsel, talks with Julien Mailland, Associate Professor of Media Management, Law, and Policy at The Media School of Indiana University Bloomington, about his book, The Game That Never Ends: How Lawyers Shape the Videogame Industry. The book examines key moments, beginning in the 1970s, in which legal decisions influenced how the videogame industry worked, how law shaped

Kenneth Jones, "African American Males and Video Games: How Gaming Technology Can Motivate and Enhance Learning" (Myers Education, 2025)
African American males are confronted with formidable barriers in their pursuit of quality education, resulting in stark disparities in academic performance, economic opportunities, and social outcomes. Despite numerous educational initiatives striving for parity, African American males persistently bear the brunt of the highest rates of suspensions, expulsions, and dropout rates, surpassing all o

Nathan Wainstein, "Grant Us Eyes: The Art of Paradox in Bloodborne" (2025)
Grant Us Eyes is a book-length close reading of Bloodborne by literary critic Nathan Wainstein (LA Review of Books, Cartridge Lit, American Book Review). Grant Us Eyes situates the game’s oft-discussed difficulty in relation to a much longer tradition of difficult art – surrealist painting, the modernist novel, etc. Wainstein probes the difficulty of Bloodborne’s fragmented narrative, the difficul

Dom Ford, "Mytholudics: Games and Myth" (de Gruyter, 2025)
Dom Ford joins Jana Byars to talk about Mytholudics: Game and Myth (DeGruyter Brill, 2025). Games create worlds made of many different elements, but also of rules, systems and structures for how we act in them. So how can we make sense of them? Mytholudics: Games and Myth lays out an approach to understanding games using theories from myth and folklore. Myth is taken here not as an object but as a

Cameron Kunzelman, "The World is Born from Zero: Understanding Speculation and Video Games" (de Gruyter, 2022)
The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman (Mercer University, Macon, Georgia, USA) argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furth

James O'Connor, "Untitled Goose Game" (Boss Fight Books, 2025)
It's a beautiful day in the village, and you are a horrible goose, ready to wreak charming havoc on the weary locals. You'll ruin their gardens, invade their pub, and terrorize their children. What kind of scoundrels would make such a devious game?
Before the critical acclaim, the tweets from celebrities, the major awards, the memes, the fan art, and the legion of players, Untitled Goose Game was

Elliot Lichtman, "The Computer Always Wins: A Playful Introduction to Algorithms through Puzzles and Strategy Games" (MIT Press, 2025)
In The Computer Always Wins: A Playful Introduction to Algorithms through Puzzles and Strategy Games (MIT Press, 2025), Elliot Lichtman will teach you some of computer science’s most powerful concepts in a refreshingly accessible way: exploring them through word games, board games, and strategy games you already know. Learn recursion by playing tic-tac-toe, efficient search through puzzle games li

Carly A. Kocurek and Matthew Payne, "Ultima and Worldbuilding in the Computer Role-Playing Game" (Amherst College Press, 2024)
Ultima and World-Building in the Computer Role-Playing Game (Amherst College Press, 2024) is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book histor

Trans Technologies
How can technology creates new possibilities for transgender people? How do trans experiences, in turn, create new possibilities for technology?
Trans Technologies, (MIT Press, 2025) by Dr. Oliver L. Haimson, explores how and why mainstream technologies often exclude or marginalize transgender users. Trans Technologies describes what happens when trans people take technology design into their own

Dave Cook, "Go Straight: The Ultimate Guide to Side-Scrolling Beat-'Em-Ups" (Bitmap Books, 2022)
Get ready for the fight of your life in Go Straight: The Ultimate Guide to Side-Scrolling Beat-'Em-Ups (Bitmap Books, 2022). Written by award-winning author Dave Cook, and opening with a foreword by legendary Double Dragon creator, Yoshihisa Kishimoto, this odyssey through bare-knuckle nostalgia features over 200 games spanning 37 years. At over 450 pages, Go Straight takes a deep dive into famili

Tracy Fullerton and Matthew Farber, "The Well-Read Game: On Playing Thoughtfully" (MIT Press, 2025)
How players evoke personal and subjective meanings through a new theory of player response.
In The Well-Read Game: On Playing Thoughtfully (MIT Press, 2025), Tracy Fullerton and Matthew Farber explore the experiences we have when we play games: not the outcomes of play or the aesthetics of formal game structures but the ephemeral and emotional experiences of being in play. These are the private

Peter Krapp, "Computing Legacies: Digital Cultures of Simulation" (MIT Press, 2024)
We're pleased to welcome Dr. Peter Krapp, the author of Computing Legacies: Digital Cultures of Simulation (MIT Press, 2024), to the New Books Network.
In Computing Legacies, Peter Krapp explores a media history of simulation to excavate three salient aspects of digital culture. Firstly, he profiles simulation as cultural technique, enabling symbolic work and foregrounding hypothetical literacy.

James Cartlidge, "The Rise of the Roguelite: Inside a Gaming Phenomenon" (CRC Press, 2025)
The Rise of the Roguelite: Inside a Gaming Phenomenon (CRC Press, 2025) analyzes the wave of roguelite games that have appeared over the past decade, putting them in historical context, informing readers about their development out of and relation to the roguelike genre that inspired them. The book includes discussions of the historical development and significance of roguelites, critical perspect

Jonathan D. Cohen, "Losing Big: America's Dangerous Sports Gambling Boom" (Columbia Global Reports, 2025)
In 2018, the United States Supreme Court opened the floodgates for states to legalize betting on sports. Eager for revenue, almost forty states have done so. The result is the explosive growth of an industry dominated by companies like FanDuel and DraftKings. One out of every five American adults gambled on sports in 2023, amounting to $121 billion, more than they spent on movies and video games c

Connor Jackson, "Zombies, Consumption, and Satire in Capcom's Dead Rising" (Routledge, 2024)
Zombies, Consumption, and Satire in Capcom's Dead Rising (Routledge, 2024) explores the relationship between video games and satire through an in-depth examination of Capcom’s Dead Rising series, which alludes to, recontextualises, and builds upon George A. Romero’s filmic satire on American consumer culture, Dawn of the Dead.
Proposing a taxonomy of videoludic satire, this book details how video

Milena Droumeva, "Playthrough Poetics: Gameplay as Research Method" (Amherst College Press, 2024)
Game streamers and live commentators are producing increasingly comprehensive analyses of gameplay, yet scholarship still tends to flatten the experiential media of video games into text for close reading. By shifting focus toward the immersiveness of video games, Playthrough Poetics: Gameplay as Research Method (Amherst, 2024) makes the case for gameplay as a necessary, alternate method. Contribu

Daryl Fairweather, "Hate the Game: Economic Cheat Codes for Life, Love, and Work" (U Chicago Press, 2025)
The secret insights of economics, translated for the rest of us. Should I buy or rent? Do I ask for a promotion? Should I tell people I’m pregnant? What salary do I deserve? Should I just quit this job? Common anxieties about life are often grounded in economics. In an increasingly win-lose society, these economic decisions—where to work, where to live, even how to live—have a way of feeling fixed

Mia Consalvo et al., "Streaming by the Rest of Us: Microstreaming Videogames on Twitch" (MIT Press, 2025)
The vast majority of people who stream themselves playing videogames online do so with few or no viewers. In Streaming by the Rest of Us: Microstreaming Videogames on Twitch (MIT Press, 2025) Dr. Mia Consalvo, Dr. Marc Lajeunesse, and Dr. Andrei Zanescu investigate who they are, why they do so, and why this form of leisure activity is important to understand. Unlike the esports athletes and stream

Sarah Stang, et al., "Monstrosity in Games and Play" (Amsterdam UP, 2024)
Sarah Stang, editor, joins Jana Byars to talk about Monstrosity in Games and Play (Amsterdam UP, 2024). Monsters fascinate us. From ancient folklore to contemporary digital games, they are at the core of the stories we tell. They reflect our fears, deepest desires, and the monstrosity hidden within ourselves. Monsters hold a mirror to our contemporary society and reveal who we truly are.
This edi

Blair Farrell, "The Avengers in Video Games" (McFarland, 2021)
For decades, Marvel Comics' superhero group the Avengers have captured the imagination of millions, whether in comics, multi-billion dollar grossing films or video games. Similar to the chronology of the Marvel Cinematic Universe, the Avengers video games first started with titles driven by single characters, like Iron Man, the Hulk, Thor and Captain America. Over time, the games grew to include m

Kyle Orland, "Minesweeper" (Boss Fight Books, 2023)
If you had some free time and a Windows PC in the 1990s, your mouse probably crawled its way to Minesweeper, an exciting watch-where-you-click puzzle game with a ticking clock and a ton of “just one more game” replayability. Originally sold as part of a “big box” bundle of simple games, Minesweeper became a cornerstone of the Windows experience when it was pre-installed with every copy of Windows

Robert Houghton, "The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism" (Boydell & Brewer, 2024)
Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage wit

Sam Srauy, "Race, Culture and the Video Game Industry: A Vicious Circuit" (Routledge, 2024)
My guest today Sam Srauy is an Associate Professor in the Department of Communication, Journalism, and Public Relations at Oakland University, Her research examines race, video games, and the political economy of the video game industry. Srauy’s work appears in various academic journals including Social Media + Society, First Mondays, Games and Culture, and Television and New Media. She teaches co

Jeff Yoshimi, "Gaming Cancer: How Building and Playing Video Games Can Accelerate Scientific Discovery" (MIT Press, 2025)
Can experimenting with game design increase our chances of finding a cure for cancer? Cancer is crafty, forcing us to be just as clever in our efforts to outfox it—and we’ve made excellent progress, but is it time for a new play in the playbook?
In Gaming Cancer: How Building and Playing Video Games Can Accelerate Scientific Discovery (MIT Press, 2025), Jeff Yoshimi proposes a new approach to fig

Shelly Jones and Matthew Wilhelm Kapell, "Beyond the Deck: Critical Essays on Magic, The Gathering and Its Influence" (McFarland, 2023)
Since its debut in 1993, Magic: The Gathering has grown to be an influential collectible card game, allowing its community of loyal fans to duel each other while enjoying its lore and compelling narratives. Beyond the Deck (McFarland, 2023) focuses on Magic from a variety of disciplinary approaches. Authors explore the innovative game design of Magic, the ludic differences between analog and digit

René Reinhold Schallegger, "A New Virtual Ethics: Interconnectedness and Interrelationality in Videogames" (McFarland, 2024)
We are witnessing the collapse of the postwar consensus, the implosion of the caring society. In times of social, economic, and political insecurity, egotism spreads. Many popular videogames follow a logic of consumerist self-gratification and self-empowerment. Deeply political, videogames contribute to the transformation of players, causing a need for change in what game designers do and how and

Réjane Dreifuss et al., "Live Performance and Video Games: Inspirations, Appropriations and Mutual Transfers" (Transcript Publishing, 2024)
Narrative strategies, immersion, interaction, participation, identification, multimodality, characters and the connection between physical and fictional or virtual worlds: the fields of inquiry into the complex relationship between live performance and video games are numerous and diverse. For the first time, Live Performance and Video Games: Inspirations, Appropriations and Mutual Transfers (Tran

Marijam Did, "Everything to Play For: An Insider's Guide to How Videogames are Changing Our World" (Verso, 2024)
Everything to Play For: How Videogames Are Changing the World (Verso, 2024) by Marijiam Did asks if videogames can achieve egalitarian goals instead of fuelling hyper-materialist, reactionary agendas. Combining cultural theory and materialist critiques with accessible language and personal anecdotes, industry insider Marijam Did engages both novices and seasoned connoisseurs. From the innovations

Marco Arnaudo, "The Tabletop Revolution: Gaming Reimagined in the 21st Century" (McFarland, 2023)
The Tabletop Revolution: Gaming Reimagined in the 21st Century (McFarland, 2023) is an overview of the ongoing revolution in tabletop gaming design and culture, which exploded to unprecedented levels of vitality in the 21st century, leading to new ways of creating, marketing, and experiencing a game. Designers have become superstars, publishers have improved quality control, and the community of p

Jesper Juul, "Too Much Fun: The Five Lives of the Commodore 64 Computer" (MIT Press, 2024)
The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun.
The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But although it sold at le

James Malazita, "Enacting Platforms: Feminist Technoscience and the Unreal Engine" (MIT Press, 2024)
An analysis of the game engine Unreal through feminist, race, and queer theories of technology and media, as well as a critique of the platform studies framework itself.
In this first scholarly book on the Unreal game engine, James Malazita explores one of the major contemporary game development platforms through feminist, race, and queer theories of technology and media, revealing how Unreal prod

Andrew S. Latham, "Hey! Listen!: Hypertext Rhetoric and The Legend of Zelda" (McFarland, 2024)
How does analyzing video games as hypertexts expand the landscape of research for video game rhetoricians and games studies scholars? This is the first book to focus on how hypertext rhetoric impacts the five canons of rhetoric, and to apply that hypertext rhetoric to the study of video games. It also explores how ludonarrative agency is seized by players seeking to express themselves in ways that

John Eglin, "The Gambling Century: Commercial Gaming in Britain from Restoration to Regency" (Oxford UP, 2023)
John Eglin talks with Jana Byars about The Gambling Century: Commercial Gaming in Britain from Restoration to Regency (Oxford UP, 2023). Gambling captures as nothing else the drama of the "long eighteenth century" between the age of religious wars and the age of revolutions. The society that was confronted with games of chance pursued as commercial ventures also came to grips with unprecedented so

Julien Mailland, "The Game That Never Ends: How Lawyers Shape the Videogame Industry" (MIT Press, 2024)
A guide to the fascinating legal history of the videogame industry, written for nonlawyers.
Why did a judge recall FIFA 15, a nonviolent soccer game, from French shelves in 2014? Why was Vodka Drunkenski, a character in Nintendo-Japan’s Punch-Out!, renamed Soda Popinski in the US and then in Western Europe, where the pun made no sense? Why was a Dutch-American company barred by US courts from dis

Matthew S. Smith, "EverQuest" (Boss Fight Books, 2024)
“You’re in our world now.” This bold tagline led Sony’s 1999 ad blitz for EverQuest (Boss Fight Books, 2024), the year’s most anticipated massively multiplayer game. Though just five words long, it challenged players to live in a virtual world beyond anything they’d experienced before—and delivered. The game that proved the MMORPG’s potential, EverQuest outsold all prior entries in the genre and w

Tom Boellstorff and Braxton Soderman, "Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie®" (MIT Press, 2024)
The engaging story of Intellivision, an overlooked videogame system from the late 1970s and early 1980s whose fate was shaped by Mattel, Atari, and countless others who invented the gaming industry. Astrosmash, Snafu, Star Strike, Utopia—do these names sound familiar to you? No? Maybe? They were all videogames created for the Intellivision videogame system, sold by Mattel Electronics between 1979

Gabe Durham, "Bible Adventures" (Boss Fight Books, 2015)
In the beginning, a small unlicensed game development company was hit with divine inspiration: They could make a lot of money (and escape the wrath of Nintendo) by creating games for Christians. With the release of the 1990 NES platformer Bible Adventures, the developers saw what they had made, and it was good. Or, at least, good enough.
Based on extensive research and original interviews with Wis

Seth E. Jenny et al., "Routledge Handbook of Esports" (Routledge, 2024)
The Routledge Handbook of Esports (Routledge, 2024) offers the first fully comprehensive, interdisciplinary study of esports, one of the fastest growing sectors of the contemporary sports and entertainment industries. Global in coverage, the book emphasizes the multifaceted nature of esports and explores the most pressing issues defining the competitive video gaming landscape today. Featuring the

Yaraslau Kot, "Central and Eastern European Histories and Heritages in Video Games" (Routledge, 2024)
Focusing on games that examine a range of national histories and heritages from across Central and Eastern Europe, Central and Eastern European Histories and Heritages in Video Games (Routledge, 2024) looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games –

Richard Moss, "Tale of Two Halves: The History Of Football Video Games" (Bitmap Books, 2024)
Painstakingly researched and written by football-obsessed writer and experienced game journalist, historian, and documentarian Richard Moss – author of Bitmap's own The Secret History of Mac Gaming – A Tale of Two Halves: The History Of Football Video Games stays keenly on the ball as it shares the rich and influential history of video game football – or 'soccer', for our American readers – strivi

Tom Smith, "Anatomy of Game Design" (CRC Press, 2024)
People have played games forever, but it’s only in the past few decades that people really started thinking about what games are, how they work, and how to make them better.
Anatomy of Game Design (CRC Press, 2024) takes some of the most popular and beloved games of all time and dissects them to see what makes them tick. By breaking down the systems and content of each game, the underlying systems

Maurice Suckling, "Paper Time Machines: Critical Game Design and Historical Board Games" (Routledge, 2024)
James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel pow

Jordan Minor, "Video Game of the Year: A Year-By-Year Guide to the Best, Boldest, and Most Bizarre Games from Every Year Since 1977" (Abrams, 2023)
Pong. The Legend of Zelda. Final Fantasy VII. Rock Band. Fortnite. Animal Crossing: New Horizons. For each of the 40 years of video game history, there is a defining game, a game that captured the zeitgeist and left a legacy for all games that followed. Through a series of entertaining, informative, and opinionated critical essays, author and tech journalist Jordan Minor investigates, in chronolog

Marta Fijak and Artur Ganszyniec, "How and Why We Make Games" (CRC Press, 2024)
How and Why We Make Games (CRC Press, 2024) delves into the intricate realms of games and their creation, examining them through cultural, systemic, and, most notably, human lenses. It explores diverse themes such as authorship, creative responsibility, the tension between games as a product and games as a form of cultural expression, and the myth of a universal audience.
The book analyzes why we

Hey, Robot!
Today, we’re playing with voice assistants and thinking about the role of voices in gaming with our guest, game designer and NYU professor Frank Lantz.
Over the past nightmare year of the coronavirus, many of us have been hunkered down, trying to figure out how to pass the time with our families. Board game sales on Amazon were up 4,000% percent in March, when Americans began sheltering in place.

Jordan Magnuson, "Game Poems: Videogame Design as Lyric Practice" (Amherst College Press, 2023)
Scholars, critics, and creators describe certain videogames as being “poetic,” yet what that means or why it matters is rarely discussed. In Game Poems: Videogame Design as Lyric Practice (Amherst College Press, 2023), independent game designer Jordan Magnuson explores the convergences between game making and lyric poetry and makes the surprising proposition that videogames can operate as a kind o

Sarah Malanowski and Nicholas R. Baima, "Why It's Ok to Be a Gamer" (Routledge, 2024)
If you enjoy video games as a pastime, you are certainly not alone—billions of people worldwide now play video games. However, you may still find yourself reluctant to tell others this fact about yourself. After all, we are routinely warned that video games have the potential to cause addiction and violence. And when we aren’t being warned of their outright harms, we are told we should be doing so

Christopher B. Patterson and Tara Fickle, "Made in Asia/America: Why Video Games Were Never (Really) about Us" (Duke UP, 2024)
Made in Asia/America: Why Video Games Were Never (Really) about Us (Duke UP, 2024) explores the key role video games play within the race makings of Asia/America. Its fourteen critical essays on games, ranging from Death Stranding to Animal Crossing, and five roundtables with twenty Asian/American game makers examine the historical entanglements of games, Asia, and America, and reveal the ways gam

Tore C. Olsson, "Red Dead's History: A Video Game, an Obsession, and America's Violent Past" (St. Martin's Press, 2024)
Red Dead Redemption and Red Dead Redemption II, set in 1911 and 1899, are the most-played American history video games since The Oregon Trail. Beloved by millions, they’ve been widely acclaimed for their realism and attention to detail. But how do they fare as re-creations of history?
In Red Dead's History: A Video Game, an Obsession, and America's Violent Past (St Martin's Press, 2024), award-win

Sören Schoppmeier, "Playing American: Open-World Videogames and the Reproduction of American Culture" (De Gruyter, 2023)
Videogames have always depicted representations of American culture, but how exactly they feed back into this culture is less obvious. Advocating an action-based understanding of both videogames and culture, this book delineates how aspects of American culture are reproduced transnationally through popular open-world videogames.
Playing American: Open-World Videogames and the Reproduction of Amer

Souvik Mukherjee, "Videogames in the Indian Subcontinent: Development, Culture(s) and Representations" (Bloomsbury, 2022)
While there has been considerable research on digital cultures in the Indian Subcontinent, video games have received scant attention so far. Yet, they are hugely influential. Globally, India is perceived as a ‘sleeping giant’ of the video game industry with immense untapped potential, and Bangladesh, Pakistan, Sri Lanka, Nepal and Bhutan also have developed significant gaming cultures. With the al

Edwin McRae, "Narrative Worldbuilding: A Player Centric Approach to Designing Story Rich Game Worlds" (Narrative, 2024)
Game worlds differ from traditional fictional worlds. While literary and cinematic worlds are written to host character arcs and plots, game worlds need to be designed to host game mechanics. While Princess Leia, Mad Max and Daenerys Targaryen may leave their marks on their fictional worlds, it is YOU, the player, who will carve your personal experience into the digital firmament of every game wor

En Li, "Betting on the Civil Service Examinations: The Lottery in Late Qing China" (Harvard UP, 2023)
During the Qing dynasty in China, a wide variety of people participated in a lottery game named weixing (“surname guessing”), which had participants placing bets on the surnames of civil service examination candidates. A fiercely competitive process, those who passed the various levels of the civil service and military examinations could climb the social ladder and obtain status in their communiti

Regina Seiwald and Ed Vollans, "(Not) In the Game: History, Paratexts, and Games" (de Gruyter, 2023)
How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history.
The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in (Not) In the Game: Hist

Jaakko Stenros and Markus Montola, "The Rule Book: The Building Blocks of Games" (MIT Press, 2024)
How games are built on the foundations of rules, and how rules—of which there are only five kinds—really work.
Board games to sports, digital games to party games, gambling to role-playing games. They all share one thing in common: rules. Indeed, rules are the one and only thing game scholars agree is central to games. But what, in fact, are rules? In The Rule Book: The Building Blocks of Games (M

Peter D. McDonald, "Run and Jump: The Meaning of the 2D Platformer" (MIT Press, 2024)
How abstract design decisions in 2D platform games create rich worlds of meaning for players.
Since the 1980s, 2D platform games have captivated their audiences. Whether the player scrambles up the ladders in Donkey Kong or leaps atop an impossibly tall pipe in Super Mario Bros., this deceptively simple visual language has persisted in our cultural imagination of video games. In Run and Jump: The

Nick Jones, "Gooey Media: Screen Entertainment and the Graphic User Interface" (Edinburgh UP, 2023)
The Graphic User Interface, or GUI, is the adhesive centre of today’s screen entertainment web. From films and television to apps and videogames, it holds together a multitude of media and shapes the way they are accessed, organised, created, consumed, and manipulated. However, it does not do so without leaving viscous traces, and Gooey Media: Screen Entertainment and the Graphic User Interface (E
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