Category: Book Announcements

  • Book: Beyond Choices: The Design of Ethical Gameplay by Miguel Sicart

    Beyond Choices. The Design of Ethical Gameplay, is out now, published by The MIT Press. The book is a continuation of Miguel Sicart’s work on ethics and games, this time focusing on game design. You can read more about the book at beyondchoices.net. (There’s also a FAQ: http://beyondchoices.net/?page_id=13)

  • Books: Two new books on Games and Learning

    “Game Camp: Out-of-School Language and Literacy Development” and “Video Games and Second Language Acquisition: Six Genre Case Studies” Further details below

  • CfP: eSports Yearbook 2013/2014

    We, Julia Christophers and Tobias Scholz, are planning a new edition of our eSports Yearbook. This will be our fourth edition (2009, 2010 and 2011/12). This book should give an insight into the eSports phenomenon. So if you would like to be published internationally in order to help out students who desperately look for eSports…

  • CfP: Minecraft Essay Collection (edited collection)

    Abstract Submission Deadline: October 1, 2013 Since being officially released in 2011, Minecraft has sold over 11 million copies on the PC and more than 20 million copies across all platforms (PC, Mac, Android, iOS, Xbox360). It has over 7 million likes on Facebook and is the subject of millions of YouTube videos, including a…

  • CfP: Rethinking Gamification – A Handbook

    TheGamification Lab at theCenter for Digital Cultures in Lüneburg, Germany, invites scholars, artists, designers and thinkers to critically question gamification and propose alternatives to the dominant models that have been framing this concept. The project will  expand the outcome of theRethinking Gamification workshop held  in May 2013 at the Gamification Lab in Lüneburg, which involved a  group…

  • Book: Sports Videogames

    From Pong to Madden NFL to Wii Fit, Sports Videogames argues for the multiple ways that sports videogames—alongside televised and physical sports like those that can be watched personally with Arsenal tickets—impact one another, and how players and viewers make sense of these multiple forms of play and information in their daily lives. Through case…

  • CfP: Video Game Policy: Rules of Play (Edited Book)

    Digital games as cultural artifacts are some of the most technically complex, intellectual provocative, ethically challenging and politically contentious products in contemporary society. Yet we often overlook the abstract, seemingly invisible forces that govern so many aspects of the medium’s production and consumption, summarized aptly in one word: policy. The answers to such pivotal questions…

  • CfP: Edited Collection on Games, Play, and Education

    “Playing to Learn; Learning from Play: Pedagogy and the Promise of Games” Much has been made recently of the connections between games and play, and the potential for generating positive learning environments.  This edited collection, provisionally titled, “Playing to Learn, Learning from Play: Pedagogy and the Promise of Games” is designed for a broad academic…

  • Book: Playing with Virtuality – Theories and Methods of Computer Game Studies

    Bigl, Benjamin / Stoppe, Sebastian (Eds.): Playing with Virtuality – Theories and Methods of Computer Game Studies Computer games have fascinated millions of users for more than 30 years. Today, they constitute the strongest sector in the media-entertainment industry and are part of the experience of digital daily life. Computer Game Studies require a deep…