All Books
Toward a Ludic Architecture: The Space of Play and Games
Toward a Ludic Architecture is a pioneering publication, architecturally framing play and games as human practices in and of space. Filling ...Book Details
Toward a Ludic Architecture
ADE for Games: Approaches to Anti-Racism, Decolonization, Equity, Diversity, and Inclusion in Games Research and Creation
The last decade has witnessed the emergence of critical game studies and crit...Book Details
ADE for Games
Taylor Swift is the voice of generations. Her words are the soundtrack to our lives. She is the best selling artist of all time with millions of fans who proudly call themselves Swifties. But her lega...Book Details
The Psychgeist of Pop Culture – Taylor Swift
A lot of us have a special game that inspired us to get more deeply involved in making, studying and playing games as part of our professional and personal lives. It may be *the* game for you or just ...Book Details
Well Played: For the Love of Games
In current digital games, classic fictional worlds are transformed into ludofictional worlds, spaces rich in characters and emotions that are especially affected by the intervention of a player. In th...Book Details
Possible Worlds in Video Games: From Classic Narrative to Meaningful Actions
Roll for Learning: 51 Micro Tabletop Role-Playing Games to Use in the Classroom is an edited book featuring a curated collection of original micro tabletop role-playing games (TTRPGs). Micro TTRPGs ha...Book Details
Roll for Learning
Why does the tail wag the brain? What is virtual autism? Why can't our avatars walk hand-in-hand? Will a nonverbal Babel fish save the world? Jeffrey Ventrella, a seasoned virtual worlds programmer an...Book Details
Virtual Body Language
Recent times have witnessed an explosion in forms of media that fall under the umbrella of "pop culture". However, no series represents this phenomenon more clearly than Netflix's own Stranger Things....Book Details
The Psychgeist of Pop Culture – Stranger Things
Bluey is an award-winning animated children’s series centering on the titular Bluey: a curious, inexhaustible 7-year old (in human years) anthropomorphized Blue Heeler puppy, and her family - little...Book Details
The Psychgeist of Pop Culture – Bluey
The Psychgeist of Pop Culture: Umbrella Academy takes a deep dive into the world of the Hargreeves family and sheds new light on the gothic allure of this series. In this collection of essays, readers...Book Details
The Psychgeist of Pop Culture – The Umbrella Academy
Well Played is a concept of providing in-depth close readings of games that parse out the various meanings found in the experience of playing a game. Around Halloween in 2020, the Well Played Journal ...Book Details
Well Played Retrospective: The Past, Pandemic and Future of Games, Value and Meaning
Creative Chaos (1st Edition): Learning Lessons on Inclusion & Innovation
Creative Chaos describes the dynamic process of collaborative design and development within interdisciplinary teams as t...Book Details
Creative Chaos (1st Edition)
Tabletop: Analog Game Design
In this volume, people of diverse backgrounds — tabletop game designers, digital game designers, and game studies academics — talk about tabletop games, game cultur...Book Details
Tabletop: Analog Game Design
Well Played 3.0: Games, Value and Meaning
Following on Well Played 1.0 and 2.0, this book is full of in-depth close readings of games that parse out the various meanings to be found in the experien...Book Details
Well Played 3.0
Well Played 2.0: Games, Value and Meaning
Following on Well Played 1.0, this book is full of in-depth close readings of games that parse out the various meanings to be found in the experience of pl...Book Details
Well Played 2.0
Cross-Media Communications: An Introduction to the Art of Creating Integrated Media Experiences
This text is an introduction to the future of mass media and mass communications – cross-media comm...Book Details
Cross-Media Communications
Well Played 1.0: Games, Value and Meaning
What makes a game good? or bad? or better? Games can be “well played” in two senses. On the one hand, well played is to games as well read is to books....Book Details
Well Played 1.0
Beyond Fun: Serious Games and Media
This book focuses on strategies for applying games, simulations and interactive experiences in learning contexts. The contributors orchestrated this collection t...Book Details
Beyond Fun
stories in between: narratives and mediums @ play
This is a unique text exploring the interplay between stories and media. The discussion focuses around the Myst narrative as it moves across media ...Book Details
stories in between: narratives and mediums @ play