It’s been a great year to be reviewing books that fall under the umbrella of game studies. This year has given us a labor history of gaming, queer studies, and the politics of game mechanics. A book about the nature of sex, play, and game studies feels like a perfect fit.
Read MoreThe book series Cultures of Play, 1300-1700, published by Amsterdam University Press, welcomes scholarly monographs and edited volumes in English by both established and early-career researchers.
Read MoreIn Media Res is looking for curators that are examining the topic of Tabletop Gaming. Curators can approach these related movements through a variety of lenses and methods.
Read MoreAn investigation into the emergent Realist power and Constructivist norms inside Vampire: The Masquerade (VtM), specifically amongst Denver-area live action VtM role-players.
Read MoreNetwork members Sam Illingworth and Paul Wake have worked with the charity 10:10 Climate Action to design a new card game where players race to create the first zero carbon city.
Read MoreIn Japanese Culture Through Videogames, Rachael Hutchinson aims to bridge the two fields of Japanese Studies and Game Studies, addressing a relative paucity in the literature of using videogames as a lens through which to interpret and analyse Japanese culture.
Read MoreSam Illingworth talks to the We’re Not Wizards podcast about how games can be used to develop dialogue around climate change and sustainability with diverse audiences.
Read MoreThis book does exactly what its title suggests: it’s an encyclopedia of game mechanisms, but it’s also rather more than that – it’s an engaging read that’s packed with insightful comment and an invigorating invitation to think about the future directions of tabletop gaming.
Read MoreA new research paper argues that games offer an immersive opportunity for environmental science communication.
Read MoreHARTS & Minds are looking for articles, reviews, and creative pieces for a special edition on interactivity set for publication in 2020.
Read MoreRegistration for this year's International Games Week (2nd-9th November) is now open. The initiative is open to all libraries regardless of the sector - to sign up they just need to be hosting a games event during or around the week of 2nd to 9th November
Read MoreIn this book, Darshana Jayemanne presents a central thesis that videogames as performances are messy and that they lack a homogeneity that lends itself to linear analysis.
Read MoreIn this extended read, Dr Paul Booth presents the findings of a survey of board gamers to find out who played hobby games, what types of games people played, and how people played games together.
Read MoreThe San Jenaro Co-Op is a loose affiliation of independent games developers, writers, illustrators, editors and designers. This interview explores their values, their output, and how they’re changing indie games design.
Read MoreA podcast episode, featuring members of the MGSN talking about their work and research into games and gaming. From gambling and the gothic to AI and LARPs.
Read MoreIn their latest book, Video Games Have Always Been Queer, Bonnie Ruberg lays out the case for the fabric of play and gaming being essentially queer. That title is, as internet speak suggests, something of a BIG MOOD and can serve as a rallying cry and a reminder: video games have always been queer.
Read MoreIn this edition of Games Lab, Dr Stephen Curtis examines the ways in which the Bard and his works have been used as the inspiration or setting for games, both card/board and digital. As well as a brief summary of the general state of Shakespearean games, Stephen discusses what the process of ‘gaming’ Shakespeare can offer to critical discussions of the plays and poems that make up his work.
Read MoreIn this edition of Games Lab we were joined by Dr Jennifer Cromwell, who explores the extent to which 2017’s Assassin’s Creed Origins manages to unite the worlds of gaming, digital humanities, and Egyptology.
Read MoreMarx at the Arcade, like Luigi in his haunted mansion, clears out the cobwebs and names the spectre haunting gaming. Woodcock’s text ties together several, hitherto disparate, branches of research and commentary into and of gaming. The text brings together modern labour movements, games criticism, and history under the umbrella of Marxist analysis.
Read MoreAbsent Presences is a Gothic conference taking place at Manchester Metropolitan University on the 27-28th of June. The event wishes to shed light on the neglected aspects of Gothic studies, from representation of marginalised groups both in text and in authorship, to under-explored media types such as new media and online video.
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