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Routledge Advances in Game Studies


About the Series

Games studies is now firmly established as a popular, important and significant area of study in the academic world. Bringing together theories and thought from a wide range of disciplines, this series features cutting-edge research addressing the major issues in game studies today.

 

To submit a proposal for this series, please contact:
Suzanne Richardson, Commissioning Editor for Media, Cultural and Communication Studies
[email protected]

29 Series Titles

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Independent Videogames Cultures, Networks, Techniques and Politics

Independent Videogames: Cultures, Networks, Techniques and Politics

1st Edition

Edited By Paolo Ruffino
August 01, 2022

Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital ...

Manifestations of Queerness in Video Games

Manifestations of Queerness in Video Games

1st Edition

By Gaspard Pelurson
July 29, 2022

Taking the reader on a journey through queer manifestations in games, this book advocates for video games as a rich, political and cultural medium, which provides us with tools to navigate the future of gaming. Situated at the intersection of New Media, Game, Cultural and Queer Studies, the book ...

Hybrid Play Crossing Boundaries in Game Design, Players Identities and Play Spaces

Hybrid Play: Crossing Boundaries in Game Design, Players Identities and Play Spaces

1st Edition

Edited By Adriana de Souza e Silva, Ragan Glover-Rijkse
March 04, 2020

This book explores hybrid play as a site of interdisciplinary activity—one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. The chapters in this collection explore hybrid ...

The Paradox of Transgression in Games

The Paradox of Transgression in Games

1st Edition

By Torill Mortensen, Kristine Jørgensen
February 25, 2020

The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of ...

The Playful Undead and Video Games Critical Analyses of Zombies and Gameplay

The Playful Undead and Video Games: Critical Analyses of Zombies and Gameplay

1st Edition

Edited By Stephen J. Webley, Peter Zackariasson
July 30, 2019

This book explores the central role of the zombie in contemporary popular culture as they appear in video games. Moving beyond traditional explanations of their enduring appeal – that they embody an aesthetic that combines horror with a mindless target; that lower age ratings for zombie games widen...

Evolutionary Psychology and Digital Games Digital Hunter-Gatherers

Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers

1st Edition

Edited By Johannes Breuer, Daniel Pietschmann, Benny Liebold, Benjamin P. Lange
September 17, 2018

Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers is the first edited volume that systematically applies evolutionary psychology to the study of the use and effects of digital games. The book is divided into four parts: Theories and Methods Emotion and Morality Social ...

Understanding Counterplay in Video Games

Understanding Counterplay in Video Games

1st Edition

By Alan F. Meades
February 12, 2018

This book offers insight into one of the most problematic and universal issues within multiplayer videogames: antisocial and oppositional play forms such as cheating, player harassment, the use of exploits, illicit game modifications, and system hacking, known collectively as counterplay. Using ...

Gender, Age, and Digital Games in the Domestic Context

Gender, Age, and Digital Games in the Domestic Context

1st Edition

By Alison Harvey
February 06, 2018

Western digital game play has shifted in important ways over the last decade, with a plethora of personal devices affording a range of increasingly diverse play experiences. Despite the celebration of a more inclusive environment of digital game play, very little grounded research has been devoted ...

The Dark Side of Game Play Controversial Issues in Playful Environments

The Dark Side of Game Play: Controversial Issues in Playful Environments

1st Edition

Edited By Torill Elvira Mortensen, Jonas Linderoth, Ashley ML Brown
February 05, 2018

Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary ...

Video Games and Social Competence

Video Games and Social Competence

1st Edition

By Rachel Kowert
February 05, 2018

Despite their popularity, online video games have been met with suspicion by the popular media and academic community. In particular, there is a growing concern that online video game play may be associated with deficits in social functioning. Due to a lack of empirical consistency, the debate ...

Video Game Policy Production, Distribution, and Consumption

Video Game Policy: Production, Distribution, and Consumption

1st Edition

Edited By Steven Conway, Jennifer deWinter
December 08, 2017

This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and ...

Videogames, Identity and Digital Subjectivity

Videogames, Identity and Digital Subjectivity

1st Edition

By Rob Gallagher
July 11, 2017

This book argues that games offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, videogames are uniquely capable of representing and exploring the effects of digitization on day-to-day life. By modeling and incorporating...

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