Historiographies of Game Studies

Historiographies of Game Studies offers a first-of-its-kind reflection on how game studies as an academic field has been shaped and sustained. Today, game studies is a thriving field with many dedicated national and international conferences, journals, professional societies, and a strong presence a...

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Formato: Online
Idioma:inglês
Publicado em: punctum books 2025
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Acesso em linha:https://library.oapen.org/handle/20.500.12657/104427
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collection Directory of Open Access Books
description Historiographies of Game Studies offers a first-of-its-kind reflection on how game studies as an academic field has been shaped and sustained. Today, game studies is a thriving field with many dedicated national and international conferences, journals, professional societies, and a strong presence at conferences in disciplines like computer science, communication, media studies, theater, visual arts, popular culture, and others. But, when did game studies start? And what (and who) is at the core or center of game studies? Fields are defined as much by what they are not as by what they are, and their borderlands can be hotly contested spaces. In this anthology, scholars from across the field consider how the boundaries of game studies have been established, codified, contested, and protected, raising critical questions about who and what gets left out of the field. Over more than two dozen chapters and interviews with leading figures, including Espen Aarseth, Kishonna Gray, Henry Jenkins, Lisa Nakamura, Kentaro Matsumoto, Ken McAllister, and Janet Murray, the contributors offer a dazzling array of insightful provocations that address the formation, propagation, and cultivation of game studies, interrogating not only the field’s pasts but its potential futures and asking us to think deliberately about how academic fields are collectively built.
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language eng
publishDate 2025
publishDateRange 2025
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publisherStr punctum books
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spelling doab-20.500.12854ir-1631942025-07-29T19:15:42Z Historiographies of Game Studies Karabinus, Alisha Mejeur, Cody Vossen, Emma game studies;media studies;historiography;academic institutions;play;communication;history thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNT Media, entertainment, information and communication industries::KNTV Computer and video game industry thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGG Computer games design thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies Historiographies of Game Studies offers a first-of-its-kind reflection on how game studies as an academic field has been shaped and sustained. Today, game studies is a thriving field with many dedicated national and international conferences, journals, professional societies, and a strong presence at conferences in disciplines like computer science, communication, media studies, theater, visual arts, popular culture, and others. But, when did game studies start? And what (and who) is at the core or center of game studies? Fields are defined as much by what they are not as by what they are, and their borderlands can be hotly contested spaces. In this anthology, scholars from across the field consider how the boundaries of game studies have been established, codified, contested, and protected, raising critical questions about who and what gets left out of the field. Over more than two dozen chapters and interviews with leading figures, including Espen Aarseth, Kishonna Gray, Henry Jenkins, Lisa Nakamura, Kentaro Matsumoto, Ken McAllister, and Janet Murray, the contributors offer a dazzling array of insightful provocations that address the formation, propagation, and cultivation of game studies, interrogating not only the field’s pasts but its potential futures and asking us to think deliberately about how academic fields are collectively built. 2025-07-29T19:15:41Z 2025-07-29T19:15:41Z 2025-07-28T13:15:04Z 2025 book https://library.oapen.org/handle/20.500.12657/104427 9781685712006 https://directory.doabooks.org/handle/20.500.12854/163194 eng open access image/jpeg Attribution-NonCommercial-ShareAlike 4.0 International https://library.oapen.org/bitstream/20.500.12657/104427/1/0441.1.00.pdf punctum books 10.53288/0441.1.00 10.53288/0441.1.00 12970da4-0116-4486-b8be-fc9756703ab1 9781685712006 781 Brooklyn, NY open access
spellingShingle game studies;media studies;historiography;academic institutions;play;communication;history
thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNT Media, entertainment, information and communication industries::KNTV Computer and video game industry
thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGG Computer games design
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies
Historiographies of Game Studies
title Historiographies of Game Studies
title_full Historiographies of Game Studies
title_fullStr Historiographies of Game Studies
title_full_unstemmed Historiographies of Game Studies
title_short Historiographies of Game Studies
title_sort historiographies of game studies
topic game studies;media studies;historiography;academic institutions;play;communication;history
thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNT Media, entertainment, information and communication industries::KNTV Computer and video game industry
thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGG Computer games design
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies
topic_facet game studies;media studies;historiography;academic institutions;play;communication;history
thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNT Media, entertainment, information and communication industries::KNTV Computer and video game industry
thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGG Computer games design
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies
url https://library.oapen.org/handle/20.500.12657/104427