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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.
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 …
In 1998 the phrase “internet addiction” was first used to describe problematic prolonged internet use, and encompassed a wide range of online activiti…
This remarkably clearly written and timely critical evaluation of core issues in the study and application of interactive digital narrative (IDN) unta…
Why games are still niche and not mainstream, and how journalism can help them gain cultural credibility. Mainstreaming and Game Journalism (MIT Pres…
Drawing across Games Studies, Childhood Studies, and Children’s Literature Studies, Emma Reay's book The Child in Videogames: From the Meek, to the Mi…
The Middle Ages have provided rich source material for physical and digital games from Dungeons and Dragons to Assassin's Creed. Playing the Middle Ag…
An essay collection exploring the board game's relationship to the built environment, revealing the unexpected ways that play reflects perceptions of …
Peter Nelson's book Computer Games As Landscape Art (Palgrave Macmillan, 2023) proposes that computer games are the paradigmatic form of contemporary …
For the third anniversary of the Asian Review of Books podcast, I wanted to do something a little different today—and talk about another one of my hob…
Ben Whaley’s Toward a Gameic World: New Rules of Engagement from Japanese Video Games (U Michigan Press 2023) examines the pathbreaking engagement str…
Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In Time and Space in Video Games: A …