Developer’s Dilemma

“Rank-and-file game developers bring videogames from concept to product, and yet their work is almost invisible, hidden behind the famous names of publishers, executives, or console manufacturers. In this book, Casey O’Donnell examines the creative collaborative practice of typical game developers. His investigation of why game developers work the way they do sheds light on…

Videogames are a Mess

“So much of videogame studies has been marked by a single question: ‘What is a game?’ “For a while now, our community has understood that “mark” as a curse or a blight—a scourge of formalism that drew, or perhaps still draws, our attention away from more important matters of meaning, reception, and use.” Curator: Michael…

Approaches to Digital Game Studies (Book Series)

“Approaches to Digital Game Studies examines the social significance of digital games, bringing together a range of voices from different disciplines in order to advance ongoing conversations and initiate new areas of inquiry in the field of game studies. While conversant in digital game studies, titles in this innovate series bring approaches, theories, methods, and questions…

Digital Game Studies (Book Series)

“Digital Game Studies is a series dedicated to the investigation of the largest, fastest growing, and most popular form of mediated entertainment—the video/computer game. In responses to the growth in gaming over the last two decades, games, gamer culture, and gaming practices have increasingly become the focus of academic publications, conference panels, and university courses….

“You Have Unleashed a Horde of Barbarians!”

“We are about four or five years into the formation of a new discipline, digital game studies. Though by one account computer games have been around for more than four decades (Aarseth), and by another computer and video game sales in the United States are rivaling movie box office sales (Frauenfelder), academic attention to the…

Digital Media and Learning (Book Series)

“This book series is founded upon the working hypothesis that those immersed in new digital tools and networks are engaged in an unprecedented exploration of language, games, social interaction, problem solving, and self-directed activity that leads to diverse forms of learning. This is reflected in expressions of identity, in how individuals express independence and creativity,…

Playful Thinking (Book Series)

“Playful Thinking is a series of short, readable and argumentative books that share some playfulness and excitement with the games that they are about. Each book in the series is small enough to fit in a backpack or coat pocket and combines depth with readability for any reader interested in playing more thoughtfully or thinking…

Platform Studies (Book Series)

“The Platform Studies series promotes the investigation of underlying computing systems and how they enable, constrain, shape and support the creative work that is done on them. The series investigates the foundations of digital media — the computing systems, both hardware and software, that developers and users depend upon for artistic, literary, and gaming development….

Half-Real

“A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in…

First Person

“Electronic games have established a huge international market, significantly outselling non-digital games; people spend more money on The Sims than on ‘Monopoly’ or even on ‘Magic: the Gathering.’ Yet it is widely believed that the market for electronic literature—predicted by some to be the future of the written word—languishes. Even bestselling author Stephen King achieved…