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Rudolf Inderst is a professor of Game Design at the IU International University of Applied Science.
The Routledge Handbook of Esports (Routledge, 2024) offers the first fully comprehensive, interdisciplinary study of esports, one of the fastest growi…
Focusing on games that examine a range of national histories and heritages from across Central and Eastern Europe, Central and Eastern European Histor…
Painstakingly researched and written by football-obsessed writer and experienced game journalist, historian, and documentarian Richard Moss – author o…
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 h…
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 …
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…
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…
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…
Videogames have always depicted representations of American culture, but how exactly they feed back into this culture is less obvious. Advocating an a…
Game worlds differ from traditional fictional worlds. While literary and cinematic worlds are written to host character arcs and plots, game worlds ne…
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…
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…
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 …