front cover of The Boy on the Beach
The Boy on the Beach
Building Community through Play
Vivian Gussin Paley
University of Chicago Press, 2010

Four-year-old Eli plays alone at the shore, inventing dramas out of sand and water. He is Builder, Fireman, Protector, and Scout, overcoming waves and conquering monsters. Enter Marianne and doll, Mother and Baby, eager to redefine Eli as a good father and homesteader. Their separate visions intertwine in a search for a common ground on which howling wolves and butterfly sisters can learn to understand and need one another.

What can the richly imagined, impressively adaptable fantasy world of these children tell us about childhood, development, education, and even life itself? For fifty years, teacher and writer Vivian Gussin Paley has been exploring the imagery, language, and lore of young children, asking the questions they ask of themselves.

In The Boy on the Beach she continues to do so, going deeper into the mystery of play as she follows Eli and Marianne through the kindergarten year, finding more answers and more questions. How does their teacher, Mrs. Olson, manage to honor and utilize the genius of play to create an all-inclusive community in which boys and girls like each other and listen to each other’s stories? Why is Paley’s fellow teacher Yu-ching in Taiwan certain that her children pretend to be kittens in order to become necessary to the group? And why do teachers in London see their childrens’ role-playing as the natural end to loneliness in the school community?

Rich with the words of children and teachers themselves, The Boy on the Beach is vintage Paley, a wise and provocative appreciation of the importance of play and enduring curiosity about the nature of childhood and the imagination.

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The Counterfeit Coin
Videogames and Fantasies of Empowerment
Christopher Goetz
Rutgers University Press, 2023
The Counterfeit Coin argues that games and related entertainment media have become almost inseparable from fantasy. In turn, these media are making fantasy itself visible in new ways. Though apparently asocial and egocentric—an internal mental image expressing the fulfillment of some wish—fantasy has become a key term in social contestations of the emerging medium. At issue is whose fantasies are catered to, who feels powerful and gets their way, and who is left out. This book seeks to undo the monolith of commercial gaming by locating multiplicity and difference within fantasy itself. It introduces and tracks three broad fantasy traditions that dynamically connect apparently distinct strata of a game (story and play), that join games to other media, and that encircle players in pleasurable loops as they follow these connections.
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Minds on Fire
How Role-Immersion Games Transform College
Mark C. Carnes
Harvard University Press, 2014

A Choice Outstanding Academic Title of the Year

In Minds on Fire, Mark C. Carnes shows how role-immersion games channel students’ competitive (and sometimes mischievous) impulses into transformative learning experiences. His discussion is based on interviews with scores of students and faculty who have used a pedagogy called Reacting to the Past, which features month-long games set during the French Revolution, Galileo’s trial, the partition of India, and dozens of other epochal moments in disciplines ranging from art history to the sciences. These games have spread to over three hundred campuses around the world, where many of their benefits defy expectations.

“[Minds on Fire is] Carnes’s beautifully written apologia for this fascinating and powerful approach to teaching and learning in higher education. If we are willing to open our minds and explore student-centered approaches like Reacting [to the Past], we might just find that the spark of student engagement we have been searching for in higher education’s mythical past can catch fire in the classrooms of the present.”
—James M. Lang, Chronicle of Higher Education

“This book is a highly engaging and inspirational study of a ‘new’ technique that just might change the way educators bring students to learning in the 21st century.”
—D. D. Bouchard, Choice

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front cover of Shared Fantasy
Shared Fantasy
Role Playing Games as Social Worlds
Gary Alan Fine
University of Chicago Press, 1983
This classic study still provides one of the most acute descriptions available of an often misunderstood subculture: that of fantasy role playing games like Dungeons & Dragons. Gary Alan Fine immerses himself in several different gaming systems, offering insightful details on the nature of the games and the patterns of interaction among players—as well as their reasons for playing.
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Star Worlds
Freedom Versus Control in Online Gameworlds
William Sims Bainbridge
University of Michigan Press, 2016
Star Worlds explores the future-oriented universe of online virtual worlds connected with popular science fiction—specifically, with Star Wars and Star Trek—that have been inhabited for over a decade by computer gamers. The Star Wars and Star Trek franchises, both of which have shaped the dominant science fiction mythologies of the last half-century, offer profound conceptions of the tension between freedom and control in human economic, political, and social interactions. William Sims Bainbridge investigates the human and technological dynamics of four online virtual worlds based on these two very different traditions: the massively multiplayer online games Star Wars Galaxies; Star Wars: The Old Republic; Star Trek Online; and the Star Trek community in the non-game, user-created virtual environment, Second Life.

The four “star worlds” explored in this book illustrate the dilemmas concerning the role of technology as liberator or oppressor in our postindustrial society, and represent computer simulations of future possibilities of human experience. Bainbridge considers the relationship between a real person and the role that person plays, the relationship of an individual to society, and the relationship of human beings to computing technology. In addition to collecting ethnographic and quantitative data about the social behavior of other players, he has immersed himself in each of these worlds, role-playing 14 avatars with different skills and goals to gain new insights into the variety of player experience from a personal perspective.

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StarCraft
Legacy of the Real-Time Strategy
Simon Dor
University of Michigan Press, 2024
StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game’s unanticipated effect by delving into the history of the game and the two core competencies it encouraged: decoding and foreseeing. Although StarCraft was not designed as an e-sport, its role in developing foreseeing skills helped give rise to one of the earliest e-sport communities in South Korea. 

Apart from the game’s clear landmark status, StarCraft offers a unique insight into changes in gaming culture and, more broadly, the marketability and profit of previously niche areas of interest. The book places StarCraft in the history of real-time strategy games in the 1990s—Dune II, Command & Conquer, Age of Empires—in terms of visual style, narrative tropes, and control. It shows how design decisions, technological infrastructures, and a strong contribution from its gaming community through Battle.net and its campaign editor were necessary conditions for the flexibility it needed to grow its success. In exploring the fanatic clusters of competitive players who formed the first tournaments and professionalized gaming, StarCraft shows that the game was key to the transition towards foreseeing play and essential to competitive gaming and e-sports. 
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Their System, Our Game
Homebrew and the Worlds of Pathfinder
Scott DeJong and Marc Lajeunesse
University of Michigan Press, 2026
Our favorite tabletop role-playing games (TTRPGs) provide a chance to act out a fantasy. It might be the desire to wipe out foes with a single strike, the ability to charm even the most curmudgeonly townsfolk, or maybe even just the aspiration to adventure as a potted plant. Since game systems don’t always let players craft the kinds of games they want to experience, this is when they turn to the “homebrew” process to create personal rules and worlds. While Pathfinder has a history of being an underdog to the longtime industry leader Dungeons & Dragons, it has an ethos of open game design that inspires players, indie makers, and third-party content creators to brew up new rules, characters, classes, and game settings. 

Their System, Our Game looks at the history of Pathfinder and how it encourages aspiring makers to break into the game design space. Through interviews with player-creators and third party makers, the authors use a range of perspectives to define homebrew for TTRPGs. Taking a closer look at homebrew design, they create two homebrew campaigns (available as free downloads) collaboratively with two different groups of players. Player accounts of gameplay and designer reflections of how their homebrew actually played out at the game table outline some of the challenges and perks of designing on the fly, creating customized settings, and bending or breaking rules. The book concludes by going through the research, interviews, design, and play analysis to show what homebrew and Pathfinder mean together. Ultimately Their System, Our Game is a celebration of how players use homebrew to explore creation and expression in their own TTRPG games.
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