96 books match the query 'Games & Activities' and 3 start with h

cover of How Dungeons & Dragons Changed the Way We Play

How Dungeons & Dragons Changed the Way We Play

Aaron Trammell

Duke University Press, 2026

First released in 1974, Dungeons & Dragons revolutionized game design and interactive media by allowing players to create and perform their own fictional characters in a fantasy world as expansive as their imaginations would allow. That freedom, and the rules that governed it, weren’t a creative coincidence. In How Dungeons & Dragons Changed the Way We Play, Aaron Trammell excavates the game as an artifact of a burgeoning counterculture obsessed with individualism as well as quantification. Mapping the world onto a grid, building characters whose every trait is assigned a point value, and advancing the game’s narrative through dice throws—countless core mechanics are tied to numbers. Putting the game design of D&D into dialogue with the social and political tensions of the 1970s and 80s, Trammell illuminates how the integrated quantification in the game design led to reductionism, reinforced oppressive gender and racial norms, and accustomed generations of players to the bigoted, xenophobic mores of the Cold War era. He delivers a history of both how games can shape players and how players, united by their own shared values, can shape games in turn.
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cover of How to Do Things with Videogames

How to Do Things with Videogames

Ian Bogost

University of Minnesota Press, 2011

In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities.

Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience.

Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.

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cover of How to Dungeon Master Parenting: A Guidebook for Gamifying the Child Rearing Quest, Leveling Up Your Skills, and Raising Future Adventurers

How to Dungeon Master Parenting

A Guidebook for Gamifying the Child Rearing Quest, Leveling Up Your Skills, and Raising Future Adventurers

Shelly Mazzanoble

University of Iowa Press, 2024

2025 National Indie Excellence Award Finalist, Parenting & Family

2025 Independent Publishers Book Awards (IPPY Awards) bronze medalist, Parenting

2024 Zibby Awards, Best Book for Parents selection

2024 Foreword INDIES Book of the Year Awards Finalist, Family & Relationship 

2024 American Book Fest Best Book Award Finalist, Parenting

Gather your party, it’s time to level up your parenting game!

For years, millions of fans have looked to the beloved roleplaying game Dungeons & Dragons for fun, friendship, and entertainment. And now parents and parents-to-be can use D&D to gain inspiration and how-to when it comes to their most challenging and rewarding role yet. Dungeon Masters are not just expert storytellers and arbiters of the rules, they’re compassionate, creative, quick-thinking leaders who embody the same traits that make a great parent.

Where do you find an adventuring party who will have your back? What must-have starting equipment should you own before venturing into babyland? How does your gaming style reflect your parenting style? You don’t have to know how to be a Dungeon Master to master parenting—just think like one. Kids may not come with rulebooks, but now their parents do.


 
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