drew davidson

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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Call for Papers! The Psychgeist of Pop Culture: Severance

Since its premiere in 2022, Apple TV’s Severance has grown a significant following amongst fans of sci-fi psychological thrillers. The series explores a world where employees can undergo “severance,” an operation separating their memories and personalities between their “innie” work personas (their lived experience at work), and their pre-existing “outie” selves (their lived experience in their personal lives outside of work), each holding no knowledge of the actions of the other.The show has been praised for everything from its interwoven, mystery-laden plot to its cinematography and musical score, but much of Severance’s popularity comes from the show’s intentionality in setting...

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Well Played Journal CfP: Well Read Games

In Tracy Fullerton’s and Matthew Farber’s new book, The Well-Read Game: On Playing Thoughtfully, part of The MIT Press’ Playful Thinking series, they propose a new framework of interpretive play. This framework is a theory of player response, exploring the ephemeral and emotional responses that occur when people are in a state of play. When we play a game, we experience more than just its formal structures; we may notice its aesthetic details or connect its character to our own lives. We tell ourselves stories as we play, ask questions, and react to the game’s intent. In The Well-Read Game,...

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Play and Profit

Play Story Press, in collaboration with the Playful Mind Project, is excited to release Play and Profit: How Purposeful Play Leads to Organizational Success, by Rona Lewis. Play belongs in the workplace—and not just in the break room. In this thought-provoking and delightfully practical guide, Rona Lewis—corporate consultant and renowned Play Instigator—demonstrates why Purposeful and Attuned Play is not child’s play, but a powerful lever for business success. Blending research from neuroscience, psychology, and organizational behavior with real-world stories and actionable tools, Play and Profit explores how play impacts key drivers of success: innovation, adaptability, stress reduction, leadership, collaboration, communication,...

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Gathering of Gamers

Play Story Press is excited to announce the upcoming release of Gathering of Gamers: Dungeons & Dragons and other Games through Gen Con, by Matt Shoemaker. Gen Con is the largest and oldest continuously running convention that is focused on analog games. It has been an important fixture in the development of modern tabletop games not just for role-playing games like Dungeons & Dragons, but also boardgames, collectible card games, miniature games, live action role-playing games, and others. Each year over 70,000 people make a pilgrimage to Indianapolis, Indiana to celebrate and play these games. Gathering of Gamers explores the...

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The Psychgeist of Pop Culture: Dragon Age

Play Story Press is excited to release The Psychgeist of Pop Culture: Dragon Age, edited by Christine Tomlinson, PhD. Have you ever wanted to be the hero? Save the world with an unlikely team of misfits? Spark and inspire change? The Dragon Age video game series allows players to play as a hero and a leader to fight monsters, overcome challenges, and shape a story, leaving a mark on a digital world and the hearts of the virtual people within it. Beginning in 2009, the video games, novels, and graphic novels that explore the game’s world, Thedas, have given role-playing...

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Teacher Craft

Play Story Press is excited to release Teacher Craft: How Teachers Learn to Use Minecraft in their Classrooms, by Seann Dikkers. Teacher Craft is about how teachers learn to use new digital media. Teacher learning is central to reform and change across subject areas and age levels, but how much do we really know about how teachers learn to try new lessons in classrooms? Minecraft is currently the game of choice for millions of youth and also for these seventeen teachers who claim it has transformed their classrooms. Its rapid adoption also provides a unique window of opportunity to look...

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