Category: Book Announcements

  • Book: “Cases on the Societal Effects of Persuasive Games”

    Like all other forms of modern media, video games impact society and human behavior in often surprising ways. Understanding the growing effect of digital entertainment on twenty-first century culture is critical to anticipating the future of social interactions.

  • Book: “Gameworlds: virtual media and children’s everyday play” by Seth Giddings

    Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday…

  • Book: Computer Games and Technical Communication

    Ryan Moeller and Jennifer de Winter are pleased to announce the publication of our new edited collection _Computer Games and Technical Communication: Critical Methods and Applications at the Intersection_. We have brought together 16 chapters that explore this intersection in meaningful ways, including documentation, dispersed labor, gender and ethics, professional discourse, and pedagogy. You can…

  • Book: “Learning, Education and Games. Volume One: Curricular and Design Considerations,” by Karen Schrier, et al.

    This book is perfect for any educator or designer seeking an introduction to research-driven best practices for using and designing games for learning. This book provides the latest research and techniques for designing games for a variety of curricular needs–including STEM, literacy learning, history education, music, and computational, ethical, and critical thinking. The book also delves into specific design issues,…

  • Book: “Translation and Localisation in Video Games” by Dr Miguel Á. Bernal-Merino

    Selling games in more than one country does not mean being global or having a global strategy! In fact, many international companies lack a plan that addresses the complexities of the global marketplace. Good old approaches tend to be simplistic: It is clear that good distribution channels are necessary but they only take the product where…

  • New Games Book & Panel in NYC: Learning, Education and Games

    Members of the Learning, Education and Games (LEG) special interest group (SIG) of the IGDA (International Game Developers Association) have written, reviewed, and edited this new book series. The first volume explores the latest research and practices in designing games for a variety of curricular needs–-including STEM, literacy learning, history education, and computational, ethical, and critical thinking.…

  • Book: Introduction to Game Analysis by Clara Fernández-Vara

    Introduction to Game Analysis serves as an accessible guide to analyzing games using strategies borrowed from textual analysis.

  • Book: Play Matters by Miguel Sicart

    Play Matters, published by The MIT Press in the Playful Thinking series, is now available for purchase.

  • Book: Playing with Religion in Digital Games

    “This volume offers, finally, a space for legitimate discussions on the nature of ‘play’ within our notions of religious participation or spiritual searching. The greatest benefit of this book is that it highlights how engaging in digital gaming represents new questions about what makes a thing (be it a story, an action, or a symbol)…

  • Book: The Video Game Business

    The Video Game Business examines the historical emergence of the video game industry, examining the impact of changing production, distribution, and changing technologies as well as questions of labor and intellectual property.

  • Book: Learn to Play: Designing Tutorials for Video Games by M. White

    This book shows how to embed a tutorial directly into your game design mechanics so that your games naturally and comfortably teach players to have fun. The author deciphers years of research in game studies, education, psychology, human–computer interaction, and user interface and experience that equip you to make dynamic tutorials that help players enjoy your…

  • Book: An Architectural Approach to Level Design

    Written by Chris Totten, a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to…