Game Studies

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).

Avant-garde Videogames

Brian Schrank

The avant-garde challenges or leads culture; it opens up or redefines art forms and our perception of the way the world works. In this book, Brian Schrank describes the ways that the avant-garde...

Codename Revolution

Steven E. Jones and George K. Thiruvathukal

The Nintendo Wii, introduced in 2006, helped usher in a moment of retro-reinvention in video game play. This hugely popular console system, codenamed Revolution during development, signaled a turn...

A Composer’s Guide to Game Music

Winifred Phillips

Music in video games is often a sophisticated, complex composition that serves to engage the player, set the pace of play, and aid interactivity. Composers of video game music must master an array...

Critical Play

Mary Flanagan

For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for...

First Person

Noah Waldrip-Fruin and Pat Harrigan

Electronic games have established a huge international market, significantly outselling non-digital games; people spend more money on The Sims than on “Monopoly” or even on “Magic: the Gathering...

Flash

Anastasia Salter and John Murray

Adobe Flash began as a simple animation tool and grew into a multimedia platform that offered a generation of creators and innovators an astonishing range of opportunities to develop and...

The Future Was Here

Jimmy Maher

Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult...

Game Sound

Karen Collins

A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player’s actions can trigger dialogue, sound effects, ambient sound, and music. And yet...

Hello Avatar

B. Coleman

Hello Avatar! Or, {llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of...

Literary Gaming

Astrid Ensslin

In this book, Astrid Ensslin examines literary videogames—hybrid digital artifacts that have elements of both games and literature, combining the ludic and the literary. These works can be...

The Machinima Reader

Henry Lowood and Michael Nitsche

Over the last decade, machinima—the use of computer game engines to create movies—has emerged as a vibrant area in digital culture. Machinima as a filmmaking tool grew from the bottom up, driven...

Racing the Beam

Nick Montfort and Ian Bogost

The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the...

Works of Game

John Sharp

Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists’ use of Exquisite Corpse and other games, Duchamp’s obsession with Chess, and Fluxus...