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Rudolf Inderst is a professor of Game Design at the IU International University of Applied Science.
How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processe…
How games are built on the foundations of rules, and how rules—of which there are only five kinds—really work. Board games to sports, digital games t…
How abstract design decisions in 2D platform games create rich worlds of meaning for players.Since the 1980s, 2D platform games have captivated their …
Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities (Routledge, 2023) explores the relationship between avatar and gamer in the massively …
On a slow autumn afternoon, an atmospheric physicist working at the Malta Weather Station receives a surprising email from a colleague working in the …
This remarkably clearly written and timely critical evaluation of core issues in the study and application of interactive digital narrative (IDN) unta…
Why games are still niche and not mainstream, and how journalism can help them gain cultural credibility. Mainstreaming and Game Journalism (MIT Pres…
Drawing across Games Studies, Childhood Studies, and Children’s Literature Studies, Emma Reay's book The Child in Videogames: From the Meek, to the Mi…
The Middle Ages have provided rich source material for physical and digital games from Dungeons and Dragons to Assassin's Creed. Playing the Middle Ag…
An essay collection exploring the board game's relationship to the built environment, revealing the unexpected ways that play reflects perceptions of …
Peter Nelson's book Computer Games As Landscape Art (Palgrave Macmillan, 2023) proposes that computer games are the paradigmatic form of contemporary …
Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In Time and Space in Video Games: A …
What role do algorithms play in the construction of images and the representation of the world and weather in computer games? How does the design of r…
The relationship between madness and video games has been notoriously tense. In an abundance of titles, stereotypes and stigmatisations can be found—n…
Games are the most engaging medium of all time: they harness storytelling and heuristics, drive emotion and push the evolution of technology in a way …
50 Years of Text Games: From Oregon Trail to A.I. Dungeon is an extensively researched book chronicling the first half-century of interactive fiction:…
Young people in the West are more likely to encounter religion in videogames than in places of worship like churches, mosques or temples. Lars de Wild…
The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in certain North American,…
Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements li…
Final Fantasy VII altered the course of video game history when it was released in 1997 on Sony's PlayStation system. It converted the Japanese role-p…
Today I talked to Felix Zimmermann about his book Virtual Realities: Atmospheric Experience of the Past in Digital Games (Virtuelle Wirklichkeiten: At…
What role do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the reader will never watch or play? Com…
The play element at the heart of our interactions with computers—and how it drives the best and the worst manifestations of the information age. Whet…
Let's plays are among the most popular genres on YouTube. The visual worlds of video games shape the worldviews of millions. Gaming is a hobby and a m…