• Connected Viewing: Selling, Streaming, & Sharing Media in the Digital Age book cover

    Connected Viewing

    Selling, Streaming, & Sharing Media in the Digital Age, 1st Edition

    Edited by Jennifer Holt, Kevin Sanson

    As patterns of media use become more integrated with mobile technologies and multiple screens, a new mode of viewer engagement has emerged in the form of connected viewing, which allows for an array of new relationships between audiences and media texts in the digital space. This exciting new…

    Paperback – 2013-12-14

  • Multiplayer: The Social Aspects of Digital Gaming book cover


    The Social Aspects of Digital Gaming, 1st Edition

    Edited by Thorsten Quandt, Sonja Kröger

    In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in…

    Paperback – 2013-10-29
    Routledge Studies in European Communication Research and Education

  • The Emergence of the Digital Humanities book cover

    The Emergence of the Digital Humanities

    1st Edition

    By Steven E. Jones

    The past decade has seen a profound shift in our collective understanding of the digital network. What was once understood to be a transcendent virtual reality is now experienced as a ubiquitous grid of data that we move through and interact with every day, raising new questions about the social,…

    Paperback – 2013-08-13

  • Sports Videogames book cover

    Sports Videogames

    1st Edition

    Edited by Mia Consalvo, Konstantin Mitgutsch, Abe Stein

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

    Paperback – 2013-07-22

  • Wordplay and the Discourse of Video Games: Analyzing Words, Design, and Play book cover

    Wordplay and the Discourse of Video Games

    Analyzing Words, Design, and Play, 1st Edition

    By Christopher A. Paul

    In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul…

    Paperback – 2013-02-14
    Routledge Studies in New Media and Cyberculture

  • Videogames book cover


    2nd Edition

    By James Newman

    In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume considers how we might approach videogames as media texts to be read, experiences to be played and…

    Paperback – 2012-11-16

  • Building Imaginary Worlds: The Theory and History of Subcreation book cover

    Building Imaginary Worlds

    The Theory and History of Subcreation, 1st Edition

    By Mark J.P. Wolf

    Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on…

    Paperback – 2012-11-02

  • Best Before: Videogames, Supersession and Obsolescence book cover

    Best Before

    Videogames, Supersession and Obsolescence, 1st Edition

    By James Newman

    Despite record sales and an ever-growing global industry, the simple fact is that videogames are disappearing. Most obviously, the physical deterioration of discs, cartridges, consoles and controllers means that the data and devices will crumble to dust and eventually will be lost forever. However…

    Paperback – 2012-04-16

  • Gaming Cultures and Place in Asia-Pacific book cover

    Gaming Cultures and Place in Asia-Pacific

    1st Edition

    Edited by Larissa Hjorth, Dean Chan

    This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites…

    Hardback – 2009-06-03
    Routledge Studies in New Media and Cyberculture

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