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Animal Crossing
New Horizons: Can a Game Take Care of Us?
Noah Wardrip-Fruin
University of Chicago Press, 2025
Can a game take care of us? And do we want it to?

Animal Crossing: New Horizons was released on March 20, 2020—just as a pandemic kept many from family, work, restaurants, and the rest of their regularly scheduled lives. At its height, the game averaged one million copies sold per day, as players sought comfort, escape, and a virtual means of connection. In this book, game scholar Noah Wardrip-Fruin, isolated with his family by both lockdown and disability, explores the power of this game and the mixed emotions of a player and a parent trying to make it from one day to the next—while his kids’ obsession with Animal Crossing creates conflicts between them and pushback against family rules.
 
Wardrip-Fruin helps both Animal Crossing fans and newcomers understand the unexpected beneath the game’s surface: like the story of the first Animal Crossing, codesigned by an absent father seeking connection; like the hallmarks of video game manipulation, from “streak” bonuses to game-determined playtimes; like the appeal of endless shopping, in a kind of “safe” capitalism; and, of course, like the character quirks of a raccoon dog, Tom Nook, who provides a world of both safety and strange paternalism.
 
For many, this blockbuster game offered a comforting world compared to a reality of danger. In this first entry in the Replay series, Wardrip-Fruin offers an absorbing investigation of a game’s role in contemporary social life and a book that belongs on the shelf of anyone who loves or is puzzled by this Nintendo sensation.
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DOOM
SCARYDARKFAST
Dan Pinchbeck
University of Michigan Press, 2013

In December 1993, gaming changed forever. id Software's seminal shooter DOOM was released, and it shook the foundations of the medium. Daniel Pinchbeck brings together the complete story of DOOM for the first time.

This book takes a look at the early days of first-person gaming and the video game studio system. It discusses the prototypes and the groundbreaking technology that drove the game forward and offers a detailed analysis of gameplay and level design. Pinchbeck also examines DOOM's contributions to wider gaming culture, such as online multiplay and the modding community, and the first-person gaming genre, focusing on DOOM's status as a foundational title and the development of the genre since 1993. Pinchbeck draws extensively from primary data: from the game itself, from the massive fan culture surrounding the title, and from interviews with the developers who made it. This book is not only the definitive work on DOOM but a snapshot of a period of gaming history, a manifesto for a development ethos, and a celebration of game culture at its best.

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EnTwine
Critical and Creative Teaching with Twine
Edited by Emily Christina Murphy and Lai-Tze Fan
Amherst College Press, 2026
EnTwine: Critical and Creative Teaching with Twine is the first full-length collection devoted to teaching with the popular, digital story-telling platform Twine. Until now, few scholarly accounts have focused on how disparate communities use, share, and learn about Twine. Contributors to this volume demonstrate how Twine helps to forge communities of practice committed to learning and sharing together, inside and outside of classrooms. The book’s case studies range across humanities, STEM, industry, and activist contexts. Authors from across the world share how they use Twine in teaching—whether creating Twines for students, holding workshops, or using Twine to build communities and preserve the voices of the people who use it. Readers will find practical examples in the Twine Objects featured at the end of each section as well as a wealth of open-access resources hosted in an online repository and connected to the book’s digital version. EnTwine invites readers, teachers, students, and makers of all kinds to learn, adapt, share, and teach with Twine.
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Everything Is Permitted
On Assassin's Creed
Cameron Kunzelman
University of Minnesota Press, 2025

An entertaining deep dive into the world, gameplay, and evolution of the hugely successful Assassin’s Creed video game franchise​

A hooded figure stands in a bell tower overlooking medieval Jerusalem, surveying his prey. Parkour-style, he leaps down into the square to kill his target before vanishing into the crowd . . .

Released in fall 2007, Assassin’s Creed transformed video gaming. Across more than a dozen franchise entries, players engage with the eternal conflict between the Order of Assassins and the nefarious Templar Order, carrying out missions in a series of painstakingly rendered historical settings, from the Holy Lands during the Third Crusade to Renaissance Italy, the Age of Piracy, the French Revolution, and Victorian London. Everything is Permitted is an analysis of the development, evolution, gameplay, and world-building of this sprawling and distinctive franchise.

Cameron Kunzelman examines key themes and concepts that connect the games in the series. Combining close readings of the games themselves with discussion of the broader landscape of video game franchises since its initial release, he uncovers what it means for a game to be part of the Assassin’s Creed franchise. Kunzelman maps the elements that contribute to the immersiveness and continual playability of the games, showing how historically inflected conspiracies and science fictional premises ground the fantastical stories the games tell on a massive scale.

Diving into the real-world histories and ideas that the game designers used for inspiration, Kunzelman argues that the virtual conflicts between the franchise’s opposing sides offer intriguing insights into actual reality, from ethical dilemmas to the roles of freedom and fate. He demonstrates how, by incorporating themes of means and ends, control and freedom into its gameplay, the franchise engages with profound questions in a sustained, long-form way that is unique among video games. As the Assassins say, “Nothing is true, everything is permitted.”

 

Retail e-book files for this title are screen-reader friendly with images accompanied by short alt text and/or extended descriptions.

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Game
Animals, Video Games, and Humanity
Tom Tyler
University of Minnesota Press, 2022

A playful reflection on animals and video games, and what each can teach us about the other
 

Video games conjure new worlds for those who play them, human or otherwise: they’ve been played by cats, orangutans, pigs, and penguins, and they let gamers experience life from the perspective of a pet dog, a predator or a prey animal, or even a pathogen. In Game, author Tom Tyler provides the first sustained consideration of video games and animals and demonstrates how thinking about animals and games together can prompt fresh thinking about both.

Game comprises thirteen short essays, each of which examines a particular video game, franchise, aspect of gameplay, or production in which animals are featured, allowing us to reflect on conventional understandings of humans, animals, and the relationships between them. Tyler contemplates the significance of animals who insert themselves into video games, as protagonists, opponents, and brute resources, but also as ciphers, subjects, and subversive guides to new ways of thinking. These animals encourage us to reconsider how we understand games, contesting established ideas about winning and losing, difficulty settings, accessibility, playing badly, virtuality, vitality and vulnerability, and much more.

Written in a playful style, Game draws from a dizzying array of sources, from children’s television, sitcoms, and regional newspapers to medieval fables, Shakespearean tragedy, and Edwardian comedy; from primatology, entomology, and hunting and fishing manuals to theological tracts and philosophical treatises. By examining video games through the lens of animals and animality, Tyler leads us to a greater humility regarding the nature and status of the human creature, and a greater sensitivity in dealings with other animals.

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Gameplay Mode
War, Simulation, and Technoculture
Patrick Crogan
University of Minnesota Press, 2011

From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008’s Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand their place in contemporary culture, Patrick Crogan argues, we must first understand the military logics that created and continue to inform them. Gameplay Mode situates computer games and gaming within the contemporary technocultural moment, connecting them to developments in the conceptualization of pure war since the Second World War and the evolution of simulation as both a technological achievement and a sociopolitical tool.

Crogan begins by locating the origins of computer games in the development of cybernetic weapons systems in the 1940s, the U.S. Air Force’s attempt to use computer simulation to protect the country against nuclear attack, and the U.S. military’s development of the SIMNET simulated battlefield network in the late 1980s. He then examines specific game modes and genres in detail, from the creation of virtual space in fight simulation games and the co-option of narrative forms in gameplay to the continuities between online gaming sociality and real-world communities and the potential of experimental or artgame projects like September 12th: A Toy World and Painstation, to critique conventional computer games.

Drawing on critical theoretical perspectives on computer-based technoculture, Crogan reveals the profound extent to which today’s computer games—and the wider culture they increasingly influence—are informed by the technoscientific program they inherited from the military-industrial complex. But, Crogan concludes, games can play with, as well as play out, their underlying logic, offering the potential for computer gaming to anticipate a different, more peaceful and hopeful future.

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Gaming at the Edge
Sexuality and Gender at the Margins of Gamer Culture
Adrienne Shaw
University of Minnesota Press, 2015

Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter.

In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates.

Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.

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Gaming
Essays On Algorithmic Culture
Alexander R. Galloway
University of Minnesota Press, 2006
Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices.

In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions.

Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form.

Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age.

Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.
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Gaming Matters
Art, Science, Magic, and the Computer Game Medium
Judd Ethan Ruggill and Ken S. McAllister
University of Alabama Press, 2011
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In his 2004 book Game Work, Ken S. McAllister proposed a rigorous critical methodology for the discussion of the “video game complex”—the games themselves, their players, the industry that produces them, and those who review and market them. Games, McAllister demonstrated, are viewed and discussed very differently by different factions: as an economic force, as narrative texts, as a facet of popular culture, as a psychological playground, as an ethical and moral force, even as a tool for military training.
 
In Gaming Matters, McAllister and coauthor Judd Ruggill turn from the broader discussion of video game rhetoric to study the video game itself as a medium and the specific features that give rise to games as similar and yet diverse as Pong, Tomb Raider, and Halo. In short, what defines the computer game itself as a medium distinct from all others? Each chapter takes up a different fundamental characteristic of the medium. Games are:
• Idiosyncratic, and thus difficult to apprehend using the traditional tools of media study
• Irreconcilable, or complex to such a degree that developers, players, and scholars have contradictory ways of describing them
• Boring, and therefore obligated to constantly make demands
on players’ attention
• Anachronistic, or built on age-old tropes and forms of play
while ironically bound to the most advanced technologies
• Duplicitous, or dependent on truth-telling rhetoric even when they are about fictions, fantasies, or lies
• Work, or are often better understood as labor rather than play
• Alchemical, despite seeming all-too mechanical or predictable
Video games are now inarguably a major site of worldwide cultural production.
 
Gaming Matters will neither flatter game enthusiasts nor embolden game detractors in their assessments. But it will provide a vocabulary through which games can be discussed in academic settings and will create an important foundation for future academic discourse.
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Gender, Race and Religion in Video Game Music
Thomas B. Yee
Intellect Books, 2024
Analyzing music's contributions to video games' narrative and thematic meanings.

This book provides semiotically focused analyses and interpretations of video game music, focusing specifically on the musical representation of three demographic diversity traits. Adopting a narratologist orientation to supplement existing ludological scholarship, these analyses apply music semiotics to crucial modern-day issues such as the representation of gender, race, and religion in video games.

An original and welcome contribution to the field, it considers musical meaning in relation to the aspects of gender, race, and religion. This book will help readers develop language and context in which to consider video game music in terms of society and representation and will encourage future research in these critical areas. Containing twenty-five detailed analytical case studies of musical representation in video game music, the book sets out theoretical and conceptual frameworks beneficial for interpreting musical meaning from video game soundtracks. Though players and commentators may be tempted to view a game’s soundtrack as mere background music, this research demonstrates video game music’s social relevance as a major factor impacting players’ cultural attitudes, values, and beliefs.

Part I explores immersion, interactivity, and interpretation in video game music, proposing a theory of interpretative interactivity to account for players’ semiotic agency in dialogue with their ludic agency. Part II explores musical gender representation in a trajectory from conventional gender construction, alternative femininities and masculinities, and the potential for nonbinary representational possibilities. Part III explores the musical representation of nationality, culture, and race, proposing the concept of racialized fantasy and applying frameworks from race scholarship to connect media representations of race to real-world racial justice movements. Part IV examines religion, introducing the concept of sonic iconography to connect theological meanings to the use of sacred music in video game music.
 
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God in the Machine
Video Games as Spiritual Pursuit
Liel Leibovitz
Templeton Press, 2014
What might Heidegger say about Halo, the popular video game franchise, if he were alive today? What would Augustine think about Assassin’s Creed? What could Maimonides teach us about Nintendo’s eponymous hero, Mario? While some critics might dismiss such inquiries outright, protesting that these great thinkers would never concern themselves with a medium so crude and mindless as video games, it is impor­tant to recognize that games like these are becoming the defining medium of our time. We spend more time and money on video games than on books, television, or film, and any serious thinker of our age should be concerned with these games, what they are saying about us, and what we are learning from them.

Yet video games remain relatively unexplored by both scholars and pundits alike. Few have advanced beyond out­moded and futile attempts to tie gameplay to violent behavior. With this rumor now thoroughly and repeatedly disproven, it is time to delve deeper. Just as the Museum of Modern Art in Manhattan recently acquired fourteen games as part of its permanent collection, so too must we seek to add a serious consideration of virtual worlds to the pantheon of philosophical inquiry.

In God in the Machine, author Liel Leibovitz leads a fas­cinating tour of the emerging virtual landscape and its many dazzling vistas from which we are offered new vantage points on age-old theological and philosophical questions. Free will vs. determinism, the importance of ritual, transcendence through mastery, notions of the self, justice and sin, life, death, and resurrection all come into play in the video games that some critics so quickly write off as mind-numbing wastes of time. When one looks closely at how these games are designed, their inherent logic, and their cognitive effects on players, it becomes clear that playing these games creates a state of awareness vastly different from when we watch television or read a book. Indeed, the gameplay is a far more dynamic process that draws on various faculties of mind and body to evoke sensa­tions that might more commonly be associated with religious experience. Getting swept away in an engaging game can be a profoundly spiritual activity. It is not to think, but rather to be, a logic that sustained our ancestors for millennia as they looked heavenward for answers.

As more and more of us look “screenward,” it is crucial to investigate these games for their vast potential as fine instruments of moral training. Anyone seeking a concise and well-reasoned introduction to the subject would do well to start with God in the Machine. By illuminating both where video game storytelling is now and where it currently butts up against certain inherent limitations, Liebovitz intriguingly implies how the field and, in turn, our experiences might continue to evolve and advance in the coming years.

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Indigenomicon
American Indians, Video Games, and the Structures of Dispossession
Jodi A. Byrd
Duke University Press, 2025
Settler colonial studies and Indigenous studies are often assumed to be the same intellectual project. In Indigenomicon, Jodi A. Byrd examines the differences between the two fields by bringing video game studies and Indigenous studies into conversation with Black studies, queer studies, and Indigenous feminist critique. Byrd theorizes “the image of the law of the Indigenous” as structuring dispossession in games including Assassin’s Creed, Animal Crossing, BioShock Infinite, and Demon Souls. They demonstrate how games and play might reveal histories of slavery, genocide, and theft of Indigenous lands even as their structures obscure Indigenous spatial and embodied practices that prioritize relationships with land, water, plants, and spirits. With ground and relationality defined as key concepts, Byrd centers Indigenous visions of dystopias to reveal how game spaces encode settler structures of governance even as the design of games might yet provide vital modes of resistance to Indigenous erasure.
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Internet Spaceships Are Serious Business
An EVE Online Reader
Marcus Carter
University of Minnesota Press, 2016

EVE Online is a socially complex, science-fiction-themed universe simulation and massively multiplayer online game (MMOG) first released in 2003. Notorious for its colossal battles and ruthless player culture, it has hundreds of thousands of players today. In this fascinating book, scholars, players, and EVE’s developer (CCP Games) examine the intricate world of EVEOnline--providing authentic accounts of lived experience within a game with more than a decade of history and millions of “real” dollars behind it.

Internet Spaceships Are Serious Business features contributions from outstanding EVE Online players, such as The Mittani, an infamous member of the game’s community, as well as academics from around the globe. They cover a wide range of subjects: the game’s technicalities and its difficulty; its projection of humanity’s future in space; the configuration of its unique, single-server game world; the global nature of warfare in its “nullsec” territory (and how EVE players have formed a global concept of time); stereotypes of Russian players; espionage play; in-game memorials to Vile Rat (aka U.S. State Department official Sean Smith, murdered in the 2012 Benghazi attack); its gendered playing experience; and CCP Games’ relationship with players; and its history and legacy.

Internet Spaceships Are Serious Business is a must for EVE Online players interested in a broad perspective on their all-consuming game. It is also accessible to scholars, game designers seeking to understand and replicate the successful aspects unique to EVE Online, and even those who have never played this notoriously complex game.

Contributors: William Sims Bainbridge, National Science Foundation; Chribba; Jedrzej Czarnota; Kjartan Pierre Emilsson; Dan Erdman; Rebecca Fraimow; Martin R. Gibbs, U of Melbourne; Catherine Goodfellow; Kathryn Gronsbell; Keith Harrison; Kristin MacDonough; Mantou (Zhang Yuzhou); Oskar Milik; The Mittani (Alexander Gianturco); Joji Mori; Richard Page; Christopher Paul, Seattle U; Erica Titkemeyer, U of North Carolina at Chapel Hill; Nick Webber, Birmingham City U.


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Kill the Overseer!
The Gamification of Slave Resistance
Sarah Juliet Lauro
University of Minnesota Press, 2020

Explores the representation of slave revolt in video games—and the trouble with making history playable

Kill the Overseer! profiles and problematizes digital games that depict Atlantic slavery and “gamify” slave resistance. In videogames emphasizing plantation labor, the player may choose to commit small acts of resistance like tool-breaking or working slowly. Others dramatically stage the slave’s choice to flee enslavement and journey northward, and some depict outright violent revolt against the master and his apparatus. In this work, Sarah Juliet Lauro questions whether the reduction of a historical enslaved person to a digital commodity in games such as Mission US, Assassin’s Creed, and Freedom Cry ought to trouble us as a further commodification of slavery’s victims, or whether these interactive experiences offer an empowering commemoration of the history of slave resistance. 

Forerunners is a thought-in-process series of breakthrough digital works. Written between fresh ideas and finished books, Forerunners draws on scholarly work initiated in notable blogs, social media, conference plenaries, journal articles, and the synergy of academic exchange. This is gray literature publishing: where intense thinking, change, and speculation take place in scholarship.

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Lara Croft
Cyber Heroine
Astrid Deuber-Mankowsky
University of Minnesota Press, 2005
Since the game Tomb Raider was first released in 1996, its protagonist Lara Croft has become an international celebrity. The virtual archaeologist-adventuress has been featured in various sequels to the original game, a line of action figures, two Hollywood films starring Angelina Jolie, forty comic books, a series of novels, and a variety of clothing, merchandise, and ephemera. She has appeared on the covers of Time and Newsweek, spawned innumerable Internet fan sites and a library of adulatory fan fiction, become a pornographic sex symbol, and even inspired a look-alike beauty pageant. Astrid Deuber-Mankowsky's groundbreaking study examines Lara Croft as a cyber heroine - a female body ubiquitously inhabited by game players, an icon of both female strength and male objectification, and the virtual future of fame. Despite Croft's prominence there have been few critical inquiries into her bridging of the boundary between virtual and real worlds or the extent to which she reflects and influences the image of women in digital media. First published in German and revised for this English-language edition, this book is an innovative analysis of the multimedia heroine, tracing the top-down marketing strategies and bottom-up frenzy that precipitated the Lara Croft phenomenon. For girls and women, Croft is a symbol of empowerment, a tough and self-assured riot grrl who has opened up the overwhelmingly masculinized world of computer gaming to female participants. At the same time, she personifies both heterosexual male fantasies and the twinned processes of globalization and cultural imperialism. Drawing on feminist and cultural studies, Deuber-Mankowsky sees Croft as symptomatic of the new media environment and its tendency to erase all qualitative difference, even sexual difference.
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Made in Asia/America
Why Video Games Were Never (Really) about Us
Christopher B. Patterson and Tara Fickle, editors
Duke University Press, 2024
Made in Asia/America explores the key role video games play within the race makings of Asia/America. Its fourteen critical essays on games, ranging from Death Stranding to Animal Crossing, and five roundtables with twenty Asian/American game makers examine the historical entanglements of games, Asia, and America, and reveal the ways games offer new modes of imagining imperial violence, racial difference, and coalition. Shifting away from Eurocentric, white, masculinist takes on gaming, the contributors focus on minority and queer experiences, practices, and innovative scholarly methods to better account for the imperial circulation of games. Encouraging ambiguous and contextual ways of understanding games, the editors offer an “interactive” editorial method, a genre-expanding approach that encourages hybrid works of autotheory, queer of color theory, and conversation among game makers and scholars to generate divergent meanings of games, play, and “Asian America.”

Contributors. Matthew Seiji Burns, Edmond Y. Chang, Naomi Clark, Miyoko Conley, Toby Đỗ, Anthony Dominguez, Tara Fickle, Sarah Christina Ganzon, Yuxin Gao, Domini Gee, Melos Han-Tani, Huan He, Matthew Jungsuk Howard, Rachael Hutchinson, Paraluman (Luna) Javier, Sisi Jiang, Marina Ayano Kittaka, Minh Le, Haneul Lee, Rachel Li, Christian Kealoha Miller, Patrick Miller, Keita C. Moore, Souvik Mukherjee, Christopher B. Patterson, Pamela (Pam) Punzalan, Takeo Rivera, Yasheng She, D. Squinkifer, Lien B. Tran, Prabhash Ranjan Tripathy, Emperatriz Ung, Gerald Voorhees, Yizhou (Joe) Xu, Robert Yang, Mike Ren Yi
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The Medium of the Video Game
Edited by Mark J. P. Wolf
University of Texas Press, 2002

Over a mere three decades, the video game became the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis.

In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.

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Metagaming
Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames
Stephanie Boluk
University of Minnesota Press, 2017

The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play.

Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art.

One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.

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Meta-Tuning Justice
Game Design and Black Youth Agency
Laquana Cooke
University of Massachusetts Press, 2026

Exploring how Black youth are reshaping game design to dismantle stereotypes and spark social change 

In the early 2000s, digital gaming rose to cultural and economic prominence. Communities of color, however, and especially Black youth, were largely excluded from gaming culture. The rare Black character in games tended to reinforce stereotypes, while racial bias was often surreptitiously embedded in game design platforms—what decolonial scholars call “whitestream” computing. Progressive game design education initiatives and new technologies have recently begun to dismantle these barriers. Yet, because biases remain, historically excluded young people still need to actively reconfigure these digital spaces to fully develop and convey their own perspectives. 

In Meta-Tuning Justice, digital rhetoric scholar Laquana Cooke explores how Black youth express cultural identity and challenge dominant narratives through innovative game design. Cooke introduces the Transformative Constructionist Learning (TCL) paradigm and its core theory of “meta-tuning”—the idea that students are better able to adjust to new challenges through trial-and-error and experimentation in educational environments that correspondingly adjust to their evolving learning needs. In contrast to traditional education practices, which assume the neutrality of technology, Cooke approaches it as a tool for social transformation. Drawing on the TCL paradigm, she explores how the unique cultural algorithms and expressions (like popping and locking dance forms) that inform the programming and designs of Black youth represent a powerful form of resistance and creation. 

Through rich ethnographic case studies across multiple educational settings, and with gaming as its experimental center, this book presents a compelling vision of how TCL and meta-tuning can help make technologies more equitable. Cooke’s innovative study offers insights crucial to scholars and practitioners in game studies, Science and Technology Studies, STEM education, and racial equity in digital learning. 

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Meta-Tuning Justice
Game Design and Black Youth Agency
Laquana Cooke
University of Massachusetts Press, 2026

Exploring how Black youth are reshaping game design to dismantle stereotypes and spark social change 

In the early 2000s, digital gaming rose to cultural and economic prominence. Communities of color, however, and especially Black youth, were largely excluded from gaming culture. The rare Black character in games tended to reinforce stereotypes, while racial bias was often surreptitiously embedded in game design platforms—what decolonial scholars call “whitestream” computing. Progressive game design education initiatives and new technologies have recently begun to dismantle these barriers. Yet, because biases remain, historically excluded young people still need to actively reconfigure these digital spaces to fully develop and convey their own perspectives. 

In Meta-Tuning Justice, digital rhetoric scholar Laquana Cooke explores how Black youth express cultural identity and challenge dominant narratives through innovative game design. Cooke introduces the Transformative Constructionist Learning (TCL) paradigm and its core theory of “meta-tuning”—the idea that students are better able to adjust to new challenges through trial-and-error and experimentation in educational environments that correspondingly adjust to their evolving learning needs. In contrast to traditional education practices, which assume the neutrality of technology, Cooke approaches it as a tool for social transformation. Drawing on the TCL paradigm, she explores how the unique cultural algorithms and expressions (like popping and locking dance forms) that inform the programming and designs of Black youth represent a powerful form of resistance and creation. 

Through rich ethnographic case studies across multiple educational settings, and with gaming as its experimental center, this book presents a compelling vision of how TCL and meta-tuning can help make technologies more equitable. Cooke’s innovative study offers insights crucial to scholars and practitioners in game studies, Science and Technology Studies, STEM education, and racial equity in digital learning. 

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The Military-Entertainment Complex
Tim Lenoir and Luke Caldwell
Harvard University Press, 2018

With the rise of drones and computer-controlled weapons, the line between war and video games continues to blur. In this book, the authors trace how the realities of war are deeply inflected by their representation in popular entertainment. War games and other media, in turn, feature an increasing number of weapons, tactics, and threat scenarios from the War on Terror.

While past analyses have emphasized top-down circulation of pro-military ideologies through government public relations efforts and a cooperative media industry, The Military-Entertainment Complex argues for a nonlinear relationship, defined largely by market and institutional pressures. Tim Lenoir and Luke Caldwell explore the history of the early days of the video game industry, when personnel and expertise flowed from military contractors to game companies; to a middle period when the military drew on the booming game industry to train troops; to a present in which media corporations and the military influence one another cyclically to predict the future of warfare.

In addition to obvious military-entertainment titles like America’s Army, Lenoir and Caldwell investigate the rise of best-selling franchise games such as Call of Duty, Battlefield, Medal of Honor, and Ghost Recon. The narratives and aesthetics of these video games permeate other media, including films and television programs. This commodification and marketing of the future of combat has shaped the public’s imagination of war in the post-9/11 era and naturalized the U.S. Pentagon’s vision of a new way of war.

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Mondo Nano
Fun and Games in the World of Digital Matter
Colin Milburn
Duke University Press, 2015
In Mondo Nano Colin Milburn takes his readers on a playful expedition through the emerging landscape of nanotechnology, offering a light-hearted yet critical account of our high-tech world of fun and games. This expedition ventures into discussions of the first nanocars, the popular video games Second Life, Crysis, and BioShock, international nanosoccer tournaments, and utopian nano cities. Along the way, Milburn shows how the methods, dispositions, and goals of nanotechnology research converge with video game culture. With an emphasis on play, scientists and gamers alike are building a new world atom by atom, transforming scientific speculations and video game fantasies into reality. Milburn suggests that the closing of the gap between bits and atoms entices scientists, geeks, and gamers to dream of a completely programmable future. Welcome to the wild world of Mondo Nano.
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Mortal Kombat
Games of Death
David Church
University of Michigan Press, 2022
Upon its premiere in 1992, Midway’s Mortal Kombat spawned an enormously influential series of fighting games, notorious for their violent “fatality” moves performed by photorealistic characters. Targeted by lawmakers and moral reformers, the series directly inspired the creation of an industrywide rating system for video games and became a referendum on the wide popularity of 16-bit home consoles. Along the way, it became one of the world’s most iconic fighting games, and formed a transmedia franchise that continues to this day.

This book traces Mortal Kombat’s history as an American product inspired by both Japanese video games and Chinese martial-arts cinema, its successes and struggles in adapting to new market trends, and the ongoing influence of its secret-strewn narrative world. After outlining the specific elements of gameplay that differentiated Mortal Kombat from its competitors in the coin-op market, David Church examines the various martial-arts films that inspired its Orientalist imagery, helping explain its stereotypical uses of race and gender. He also posits the games as a cultural landmark from a moment when public policy attempted to intervene in both the remediation of cinematic aesthetics within interactive digital games and in the transition of public gaming spaces into the domestic sphere. Finally, the book explores how the franchise attempted to conquer other forms of media in the 1990s, lost ground to a new generation of 3D games in the 2000s, and has successfully rebooted itself in the 2010s to reclaim its legacy.
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Myst and Riven
The World of the D'ni
Mark J.P. Wolf
University of Michigan Press, 2011

“Myst and Riven is well-written, interesting, on-topic, insightful, and a real pleasure to read.”
—Edward Castronova, Indiana University

Video games have become a major cultural force, and within their history, Myst and its sequel Riven stand out as influential examples. Myst and Riven: The World of the D’ni is a close analysis of two of the most popular and significant video games in the history of the genre, investigating in detail their design, their functionality, and the gameplay experience they provide players. While scholarly close analysis has been applied to films for some time now, it has only rarely been applied at this level to video games. Mark J. P. Wolf uses elements such as graphics and sound, the games’ mood and atmosphere and how they are generated, the geography and design of the digital worlds, and the narrative structures of the games to examine their appeal to both critical and general audiences, their legacy, and what made them great.

Myst and Riven is the inaugural book in the Landmark Video Games series, edited by Mark J. P. Wolf and Bernard Perron, which is the first series to examine individual video games of historical significance.

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Narrative Interplay in the Digital Era
Generative AI, Alternate Reality Games, and the Future of Interactive Pedagogy
Edited by Andrew Klobucar
Intellect Books, 2025
How AI, games, and interactive fiction are transforming storytelling, learning, and play.

In Narrative Interplay in the Digital Era, leading scholars and artists explore how digital narratives, alternate reality games, and AI-driven storytelling reshape how we create, experience, and teach interactive fiction. This collection moves beyond traditional analysis and examines the social and artistic dimensions of interactivity, highlighting how narratives unfold dynamically through player engagement and machine collaboration.

Organized into three sections—alternate realities, digital interactive fiction, and the politics of gaming—this book reveals the evolving role of play and interactivity in contemporary education, creative expression, and online culture. Contributors offer insights from inside the creative process, centering the perspectives of game designers and artists to shed light on how interactive stories emerge at the intersection of technology and human imagination.

A practical resource for researchers in game studies, electronic literature, and digital storytelling, this collection also speaks to educators and creators eager to explore how AI and interactivity are redefining the future of narrative.
 
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Pikachu's Global Adventure
The Rise and Fall of Pokemon
Joseph Tobin, ed.
Duke University Press, 2004
Initially developed in Japan by Nintendo as a computer game, Pokémon swept the globe in the late 1990s. Based on a narrative in which a group of children capture, train, and do battle with over a hundred imaginary creatures, Pokémon quickly diversified into an array of popular products including comic books, a TV show, movies, trading cards, stickers, toys, and clothing. Pokémon eventually became the top grossing children's product of all time. Yet the phenomenon fizzled as quickly as it had ignited. By 2002, the Pokémon craze was mostly over. Pikachu’s Global Adventure describes the spectacular, complex, and unpredictable rise and fall of Pokémon in countries around the world.

In analyzing the popularity of Pokémon, this innovative volume addresses core debates about the globalization of popular culture and about children’s consumption of mass-produced culture. Topics explored include the origins of Pokémon in Japan’s valorization of cuteness and traditions of insect collecting and anime; the efforts of Japanese producers and American marketers to localize it for foreign markets by muting its sex, violence, moral ambiguity, and general feeling of Japaneseness; debates about children’s vulnerability versus agency as consumers; and the contentious question of Pokémon’s educational value and place in school. The contributors include teachers as well as scholars from the fields of anthropology, media studies, sociology, and education. Tracking the reception of Pokémon in Japan, the United States, Great Britain, France, and Israel, they emphasize its significance as the first Japanese cultural product to enjoy substantial worldwide success and challenge western dominance in the global production and circulation of cultural goods.

Contributors. Anne Allison, Linda-Renée Bloch, Helen Bromley, Gilles Brougere, David Buckingham, Koichi Iwabuchi, Hirofumi Katsuno, Dafna Lemish, Jeffrey Maret, Julian Sefton-Green, Joseph Tobin, Samuel Tobin, Rebekah Willet, Christine Yano

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Play Redux
The Form of Computer Games
David Myers
University of Michigan Press, 2010

"Play Redux excels in tying together intellectual traditions that are rooted in literary studies, cognitive science, play studies and several other fields, thereby creating a logical whole. Through this, the book makes service to several academic communities by pointing out their points of contact. This is clearly an important contribution to a growing academic field, and will no doubt become important in many future discussions about digital games and play."
---Frans Mäyrä, University of Tampere, Finland

"David Myers has researched video games longer than anyone else. Play Redux shows him continually relevant, never afraid of courting controversy."
---Jesper Juul, IT University of Copenhagen, Denmark

Play Redux is an ambitious description and critical analysis of the aesthetic pleasures of video game play, drawing on early twentieth-century formalist theory and models of literature. Employing a concept of biological naturalism grounded in cognitive theory, Myers argues for a clear delineation between the aesthetics of play and the aesthetics of texts. In the course of this study, Myers asks a number of interesting questions: What are the mechanics of human play as exhibited in computer games? Can these mechanisms be modeled? What is the evolutionary function of cognitive play, and is it, on the whole, a good thing? Intended as a provocative corrective to the currently ascendant, if not dominant, cultural and ethnographic approach to game studies and play, Play Redux will generate interest among scholars of communications, new media, and film.

David Myers is Reverend Aloysius B. Goodspeed Distinguished Professor at the School of Mass Communication, Loyola University New Orleans.

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Playing at Narratology
Digital Media as Narrative Theory
Daniel Punday
The Ohio State University Press, 2019
In Playing at Narratology Daniel Punday bridges the worlds of digital media studies and narrative studies by arguing that digital media allows us to see unresolved tensions, ambiguities, and gaps in core narrative concepts. Rather than developing new terms to account for web-based storytelling, Punday uses established narrative forms to better understand how digital media exposes faulty gaps in narrative theory. Punday’s Playing at Narratology shows that artists, video game developers, and narrative theorists are ultimately playing the same game.
 
Returning to terms such as narrator, setting, event, character, and world, Playing at Narratology reveals new ways of thinking about these basic narrative concepts—concepts that are not so basic when applied to games and web-based narratives. What are thought of as narrative innovations in these digital forms are a product of technological ability and tied to how we physically interact with a medium, creating new and complicated questions: Is the game designer the implied author or the narrator? Is the space on the screen simply the story’s setting? Playing at Narratology guides us through the evolution of narrative in new media without abandoning the field’s theoretical foundations.
 
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Playing Nature
Ecology in Video Games
Alenda Y. Chang
University of Minnesota Press, 2019

A potent new book examines the overlap between our ecological crisis and video games
 

Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap.

Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work.

Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures—not all of them dystopian.

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Playing with Feelings
Video Games and Affect
Aubrey Anable
University of Minnesota Press, 2018

How gaming intersects with systems like history, bodies, and code

Why do we so compulsively play video games? Might it have something to do with how gaming affects our emotions? In Playing with Feelings, scholar Aubrey Anable applies affect theory to game studies, arguing that video games let us “rehearse” feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than thinking about video games as an escape from reality, Anable demonstrates how video games—their narratives, aesthetics, and histories—have been intimately tied to our emotional landscape since the emergence of digital computers.

Looking at a wide variety of video games—including mobile games, indie games, art games, and games that have been traditionally neglected by academia—Anable expands our understanding of the ways in which these games and game studies can participate in feminist and queer interventions in digital media culture. She gives a new account of the touchscreen and intimacy with our mobile devices, asking what it means to touch and be touched by a game. She also examines how games played casually throughout the day create meaningful interludes that give us new ways of relating to work in our lives. And Anable reflects on how games allow us to feel differently about what it means to fail.

Playing with Feelings offers provocative arguments for why video games should be seen as the most significant art form of the twenty-first century and gives the humanities passionate, incisive, and daring arguments for why games matter.

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Playthrough Poetics
Gameplay as Research Method
Milena Droumeva
Amherst College Press, 2025
Game streamers and live commentators are producing increasingly comprehensive analyses of gameplay, yet scholarship still tends to flatten the experiential media of video games into text for close reading. By shifting focus toward the immersiveness of video games, Playthrough Poetics makes the case for gameplay as a necessary, alternate method. Contributors to this volume engage widely with the activity of play through autoethnographies, meta-analyses of self-broadcasting, new procedural methods like gamespace soundwalking, as well as the affective aspects of games research. In doing so, they model new possibilities for academic players and gamers alike.

Rigorous scholarship meets cultural practice in this innovative, multi-modal edited collection that includes video essays and offers transcripts of the playthroughs themselves. Readers (and viewers) will come away with a toolkit of models, case studies, and conceptual frameworks for analyzing video games through gameplay. This volume is a fresh return to the joy of play: the poetics of games as contemporary forms of storytelling and interactivity.

With contributions from Ashlee Bird, Brandon Blackburn, Milena Droumeva, Kishonna Gray, Robyn Hope, Ben Scholl, Maria Sommers, Ashlyn Sparrow, Christine Tran, and Aaron Trammell.
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Queer Game Studies
Bonnie Ruberg
University of Minnesota Press, 2017

Video games have developed into a rich, growing field at many top universities, but they have rarely been considered from a queer perspective. Immersion in new worlds, video games seem to offer the perfect opportunity to explore the alterity that queer culture longs for, but often sexism and discrimination in gamer culture steal the spotlight. Queer Game Studies provides a welcome corrective, revealing the capacious albeit underappreciated communities that are making, playing, and studying queer games.

These in-depth, diverse, and accessible essays use queerness to challenge the ideas that have dominated gaming discussions. Demonstrating the centrality of LGBTQ issues to the gamer world, they establish an alternative lens for examining this increasingly important culture. Queer Game Studies covers important subjects such as the representation of queer bodies, the casual misogyny prevalent in video games, the need for greater diversity in gamer culture, and reading popular games like Bayonetta, Mass Effect, and Metal Gear Solid from a queer perspective. 

Perfect for both everyday readers and instructors looking to add diversity to their courses, Queer Game Studies is the ideal introduction to the vast and vibrant realm of queer gaming. 

Contributors: Leigh Alexander; Gregory L. Bagnall, U of Rhode Island; Hanna Brady; Mattie Brice; Derek Burrill, U of California, Riverside; Edmond Y. Chang, U of Oregon; Naomi M. Clark; Katherine Cross, CUNY; Kim d’Amazing, Royal Melbourne Institute of Technology; Aubrey Gabel, U of California, Berkeley; Christopher Goetz, U of Iowa; Jack Halberstam, U of Southern California; Todd Harper, U of Baltimore; Larissa Hjorth, Royal Melbourne Institute of Technology; Chelsea Howe; Jesper Juul, Royal Danish Academy of Fine Arts; merritt kopas; Colleen Macklin, Parsons School of Design; Amanda Phillips, Georgetown U; Gabriela T. Richard, Pennsylvania State U; Toni Rocca; Sarah Schoemann, Georgia Institute of Technology; Kathryn Bond Stockton, U of Utah; Zoya Street, U of Lancaster; Peter Wonica; Robert Yang, Parsons School of Design; Jordan Youngblood, Eastern Connecticut State U.

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The Queer Games Avant-Garde
How LGBTQ Game Makers Are Reimagining the Medium of Video Games
Bonnie Ruberg
Duke University Press, 2020
In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve “diversity” in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrait of an influential community that is subverting and redefining the medium of video games by placing queerness front and center.

Interviewees:
Ryan Rose Aceae, Avery Alder, Jimmy Andrews, Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert Yang
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Ready Player Juan
Latinx Masculinities and Stereotypes in Video Games
Carlos Gabriel Kelly González
University of Arizona Press, 2023
Written for all gaming enthusiasts, this book fuses Latinx studies and video game studies to document how Latinx masculinities are portrayed in high-budget action-adventure video games, inviting Latinxs and others to insert their experiences into games made by an industry that fails to see them.

The book employs an intersectional approach through performance theory, border studies, and lived experience to analyze the designed identity “Player Juan.” Player Juan manifests in video game representations through a discourse of criminality that sets expectations of who and what Latinxs can be and do. Developing an original approach to video game experiences, the author theorizes video games as border crossings, and defines a new concept—digital mestizaje—that pushes players, readers, and scholars to deploy a Latinx way of seeing and that calls on researchers to consider a digital object’s constructive as well as destructive qualities.
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Ready Player Two
Women Gamers and Designed Identity
Shira Chess
University of Minnesota Press, 2017

Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. 

In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure.

Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.

[more]

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Respawn
Gamers, Hackers, and Technogenic Life
Colin Milburn
Duke University Press, 2018
In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.
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Silent Hill
The Terror Engine
Bernard Perron
University of Michigan Press, 2012

Silent Hill: The Terror Engine, the second of the two inaugural studies in the Landmark Video Games series from series editors Mark J. P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.

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Simulating Good and Evil
The Morality and Politics of Videogames
Marcus Schulzke
Rutgers University Press, 2020
Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Decades of research purporting to show that videogames are immoral has failed to produce convincing evidence of this. However, games are morally important because they simulate decisions that would have moral weight if they were set in the real world. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without taking any actions that would themselves be subject to moral evaluation. Some videogame content may be upsetting or offensive, but mere offense does not necessarily indicate a moral problem. Upsetting content is best understood by applying existing theories for evaluating political ideologies and offensive speech.
 
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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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This Gaming Life
Travels in Three Cities
Jim Rossignol
University of Michigan Press, 2009

"In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a video game.

It was the best thing that ever happened to me.”

So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist.

Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives.

Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.

“We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.”
—Chris Baker, Wired

This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.”
—Raph Koster, game designer and author of A Theory of Fun for Game Design

“Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’”
—Joshua Davis, author of The Underdog

“This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.”
—John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Invention

digitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.

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Ultima and Worldbuilding in the Computer Role-Playing Game
Carly A. Kocurek and Matthew Thomas Payne
Amherst College Press, 2024
Ultima and World-Building in the Computer Role-Playing Game is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series’ storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima’s celebrated brand of role-playing to fruition.

This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima’s reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series’ legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games’ production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design.
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Undertale
Can a Game Give Hope?
Anastasia Salter
University of Chicago Press, 2025
What makes a real game? Who is a gamer? And what type of play do we value?
 
On the surface, the 2015 game Undertale didn’t seem like much, supported by fan funding and with minimalist retro graphics. But despite its pixelated monsters and dated role-playing mechanics, Undertale invited fans and players to rethink their very relationship with gaming and game characters. Players encountered an extraordinary range of possible play experiences, with paths through the game’s unassuming world leading to both empathy and extreme violence, offering room for reflection and growth. Players could befriend (sometimes queer) monsters or kill them, for instance, appealing to each monster’s unique personality to negotiate survival and find community.
 
Contextualizing this game’s success in the wake of the Gamergate online harassment campaign and meditating on questions of violence and authenticity, writer and game scholar Anastasia Salter offers a profound exploration of this game sensation and a personal story of hope at a time when Salter was otherwise “done” with games. Undertale’s unique structure helped make it synonymous with “indie” games, built outside of the studio as a passion project and inspiring similar passion among its many fans even a decade later. But Undertale’s story also speaks to an auteur dream: What game developer Toby Fox and his collaborators accomplished on a small budget, with relatively simple tools, has left people replaying, arguing, and creating in its wake.
 
As we enter a cultural moment where intense interest is shifting towards flashy creativity, powered by generative artificial intelligence, Undertale reminds fans and newcomers of the power of thoughtful and intentional human design.
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What Is Your Quest?
From Adventure Games to Interactive Books
Anastasia Salter
University of Iowa Press, 2014
What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play.

One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community.

The interactions between storytellers and readers, between programmers and creators, and among  fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them.
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