The Game Studies series includes books with topics that range from pure ludology to practical advice for game designers—from the abstract (failure, uncertainty, ethical gameplay, aesthetics) to the concrete (the Commodore Amiga, World of Warcraft, machinima, the Korean game industry, girls and gaming).
The Leonardo Book Series documents the work of artists, researchers, and scholars at the intersection of the arts, sciences, and technology. New generations of artist-researchers and researcher-artists are bridging cultural and disciplinary divides, the better to address hard problems and human needs. The Leonardo Book Series includes the work of creative individuals and teams driving innovations in art, science, and technology. It is published in collaboration with Leonardo / The International Society for the Arts, Sciences and Technology and the affiliated French organization Association Leonardo.
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. Books in this series focus on a single platform or a closely related family of platforms. They offer technical rigor and in-depth investigation of how computing technologies work as well as discussion of how computing platforms exist in the context of culture and society.
The Software Studies series publishes the best new work in a critical and experimental field that is at once culturally and technically literate, reflecting the reality of today’s software culture. The field of software studies engages and contributes to the research of computer scientists, the work of software designers and engineers, and the creations of software artists. Software studies tracks how software is substantially integrated into the processes of contemporary culture and society. It does this both in the scholarly modes of the humanities and social sciences and in the software creation/research modes of computer science, the arts, and design.
The Technologies of Lived Abstraction series includes transdisciplinary works that critically and creatively inquire into processes of emergence in the world today. Thought and body, abstract and concrete, local and global, individual and collective: works in this series are not content to rest with such habitual divisions. They explore how these facets come together, if only to form the movement by which they come again to differ.