The Fantastic in the Arts: Videogames and Gaming

BOOKS ON SALE

All books below are 40% off using code MN88900. Code expires May 15, 2022.

BROWSE BOOKS:

POSTHUMANISM     //     ENVIRONMENT AND THE ANTHROPOCENE

SCIENCE FICTION STUDIES AND LITERARY CRITICISM     //    FICTION AND SCI-FI LITERATURE

PHILOSOPHY     //    THEORY    //    ANIMATION    //    VIDEOGAMES AND GAMING

PHOTOGRAPHY     //    FILM    //    ZOMBIES

BACK TO ALL BOOKS ON SALE

Game: Animals, Video Games, and Humanity Game Animals, Video Games, and Humanity Thomas R.J. Tyler 2022 Spring
A playful reflection on animals and video games, and what each can teach us about the other
The Digital Black Atlantic The Digital Black Atlantic Roopika Risam and Kelly Baker Josephs, Editors 2021 Spring
Exploring the intersections of digital humanities and African diaspora studies
Kill the Overseer!: The Gamification of Slave Resistance Kill the Overseer! The Gamification of Slave Resistance Sarah Juliet Lauro 2020 Fall
Explores the representation of slave revolt in video games—and the trouble with making history playable
Playing Nature: Ecology in Video Games Playing Nature Ecology in Video Games Alenda Y. Chang 2019 Fall
A potent new book examines the overlap between our ecological crisis and video games
The Anime Ecology: A Genealogy of Television, Animation, and Game Media The Anime Ecology A Genealogy of Television, Animation, and Game Media Thomas Lamarre 2018 Spring
A major work destined to change how scholars and students look at television and animation
Ready Player Two: Women Gamers and Designed Identity Ready Player Two Women Gamers and Designed Identity Shira Chess 2017 Fall
A timely look at the implicit biases in video games as they construct and define feminine identity
Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames Metagaming Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames Stephanie Boluk and Patrick LeMieux 2017 Spring
A playful and provocative call to stop playing videogames and begin making metagames
Queer Game Studies Queer Game Studies Bonnie Ruberg and Adrienne Shaw, Editors 2017 Spring
A landmark anthology opens video game studies to queer culture
Internet Spaceships Are Serious Business: An EVE Online Reader Internet Spaceships Are Serious Business An EVE Online Reader Marcus Carter, Kelly Bergstrom and Darryl Woodford, Editors 2016 Spring
The first sustained analysis of the hugely successful and complex MMOG, EVE Online
Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade Coin-Operated Americans Rebooting Boyhood at the Video Game Arcade Carly A. Kocurek 2015 Fall
How and why video gaming culture became the domain of young men and boys
Players and Their Pets: Gaming Communities from Beta to Sunset Players and Their Pets Gaming Communities from Beta to Sunset Mia Consalvo and Jason Begy 2015 Spring
An unprecedented look at the lifespan of an online game that went against the grain
Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture Gaming at the Edge Sexuality and Gender at the Margins of Gamer Culture Adrienne Shaw 2014 Fall
A major new analysis of the representation of marginalized groups in video games
Gameplay Mode: War, Simulation, and Technoculture Gameplay Mode War, Simulation, and Technoculture Patrick Crogan 2011 Fall
Understanding the military logics that created and continue to inform computer games
How to Do Things With Videogames How to Do Things With Videogames Ian Bogost 2011 Fall
A fresh look at computer games as a mature mass medium with unlimited potential for cultural transformation
Games of Empire: Global Capitalism and Video Games Games of Empire Global Capitalism and Video Games Nick Dyer-Witheford and Greig de Peuter 2009 Fall
Analyzes video games and their links with capitalism, militarism, and social control

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