July 2025

Teacher Pioneers

Play Story Press is excited to release Teacher Pioneers, edited by Caro Williams-Pierce. Teachers work with students, parents, administrators, coaches, camp counselors, education researchers, postsecondary institutions, teachers of other grades and other subjects—in short, teachers accomplish their daily miracles through collaboration by asking questions about what they don’t know and sharing what they do. This book was written by teacher pioneers to share their collaborating, their designing, and their exploring. Teacher Pioneers: Visions from the Edge of the Map

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Call for Papers! The Psychgeist of Pop Culture: World of Warcraft

World of Warcraft released in 2004 and quickly became both a genre and era defining game. It played a pivotal role in mainstreaming PC gaming and brought massively multiplayer online games to the masses. Though WoW reached its player peak in 2010 with an estimated 12 million subscribers, it still remains an active and resonant game for players old and new alike. WoW’s influence can still be felt across gaming to this day as countless players, streamers, and developers grew up in WoW’s online world, complete with its own distinct cultures, communities, and families. Twenty-one years after its release, WoW...

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The Psychgeist of Pop Culture: Warhammer

Play Story Press is excited to release The Psychgeist of Pop Culture: Warhammer, edited by Ioannis Costas Batlle, PhD. Warhammer may be seen as a niche hobby, yet it captivates millions of fans globally. What makes it so emotionally powerful? The Psychgeist of Pop Culture: Warhammer journeys through the vast and epic Warhammer universe to reveal why there’s more to it than meets the eye. Blending insights from psychology, sociology and game studies, this book delves into tabletop gaming, miniature collecting, rich lore, and vibrant communities. Written for curious newcomers and seasoned veterans alike, gamers, painters, and lore-buffs can savour...

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Learning, Education & Games

Play Story Press is excited to release the Learning, Education & Games, Volumes 1-4, which were written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association). The books provide research-driven best practices for using and designing games for learning; covering curricular and design, bringing games into educational contexts, and recommendations for specific games. Learning, Education & Games

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