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Interviews with scholars of games and gaming about their new books. For more information about the Game Studies special series, please contact Rudolf Thomas Inderst at rudolf.inderst@googlemail.com.
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, ther…
How and Why We Make Games (CRC Press, 2024) delves into the intricate realms of games and their creation, examining them through cultural, systemic, a…
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…
Scholars, critics, and creators describe certain videogames as being “poetic,” yet what that means or why it matters is rarely discussed. In Game Poem…
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 your…
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 A…
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…
Videogames have always depicted representations of American culture, but how exactly they feed back into this culture is less obvious. Advocating an a…
While there has been considerable research on digital cultures in the Indian Subcontinent, video games have received scant attention so far. Yet, they…
Game worlds differ from traditional fictional worlds. While literary and cinematic worlds are written to host character arcs and plots, game worlds ne…
During the Qing dynasty in China, a wide variety of people participated in a lottery game named weixing (“surname guessing”), which had participants p…
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 processe…
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 t…
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 h…
How abstract design decisions in 2D platform games create rich worlds of meaning for players.Since the 1980s, 2D platform games have captivated their …
Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities (Routledge, 2023) explores the relationship between avatar and gamer in the massively …
On a slow autumn afternoon, an atmospheric physicist working at the Malta Weather Station receives a surprising email from a colleague working in the …
This remarkably clearly written and timely critical evaluation of core issues in the study and application of interactive digital narrative (IDN) unta…
In 1998 the phrase “internet addiction” was first used to describe problematic prolonged internet use, and encompassed a wide range of online activiti…
Why games are still niche and not mainstream, and how journalism can help them gain cultural credibility. Mainstreaming and Game Journalism (MIT Pres…