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  • Ready Reader One

    The Stories We Tell With, About, and Around Videogames

    Edited by Megan Amber Condis, Mike Sell ...
    Ready Reader One explores the many ways literature depicts, engages with, and imagines videogames and gamers. The diverse group of authors included in this collection take an expansive view of “videogame literature,” with essays that consider written works ranging from life writing to speculative fiction to videogame guides created for the internet. In an age of ever-increasing gamification, in ... Read more

    $18.99 USD

  • Systemic Dramaturgy

    A Handbook for the Digital Age

    Series series Theater in the Americas
    Working theatrically with technologySystemic Dramaturgy offers an invigorating, practical look at the daunting cultural problems of the digital age as they relate to performance. Authors Michael Mark Chemers and Mike Sell reject the incompatibility of theatre with robots, digital media, or video games. Instead, they argue that technology is the original problem of theatre: How can we tell this ... Read more

    $17.99 USD

  • Modern American Drama: Playwriting in the 1960s

    Voices, Documents, New Interpretations

    by Mike Sell ...
    Series series Decades of Modern American Drama: Playwriting from the 1930s to 2009
    The Decades of Modern American Drama series provides a comprehensive survey and study of the theatre produced in each decade from the 1930s to 2009 in eight volumes. Each volume equips readers with a detailed understanding of the context from which work emerged: an introduction considers life in the decade with a focus on domestic life and conditions, social changes, culture, media, technology, ... Read more

    $36.49 USD

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  • The Art of Failure

    An Essay on the Pain of Playing Video Games

    by Jesper Juul ...
    Series series Playful Thinking
    A gaming academic offers a “fascinating” exploration of why we play video games—despite the unhappiness we feel when we fail at them (Boston Globe)We may think of video games as being “fun,” but in The Art of Failure, Jesper Juul claims that this is almost entirely mistaken. When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and ... Read more

    $15.99 USD

  • Unboxed

    Board Game Experience and Design

    **A board game designer offers an in-depth exploration of board game design and experience!Features insights from 32 leading professionals, including the designers behind Magic: The Gathering, 7 Wonders, Shut Up & Sit Down, and more.**Gordon Calleja examines key aspects of board game experience—the nature of play, attention, rules, sociality, imagination, narrative, materiality, and immersion—to ... Read more

    $21.99 USD

  • Communities of Play

    Emergent Cultures in Multiplayer Games and Virtual Worlds

    by Celia Pearce ...
    The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play ... Read more

    $21.99 USD

  • The PlayStation Dreamworld

    by Alfie Bown ...
    Series series Theory Redux
    From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is – to borrow a phrase from Slavoj Zizek – the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace – a powerful arena for constructing our desires – or ... Read more

    $16.00 USD

  • Video Games as Culture

    Considering the Role and Importance of Video Games in Contemporary Society

    Series series Routledge Advances in Sociology
    Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life.Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, ... Read more

    $57.99 USD

  • Framing Fan Fiction

    Literary and Social Practices in Fan Fiction Communities

    Gathering some of Kristina Busse’s essential essays on fan fiction together with new work, Framing Fan Fiction argues that understanding media fandom requires combining literary theory with cultural studies because fan artifacts are both artistic works and cultural documents. Drawing examples from a multitude of fan communities and texts, Busse frames fan fiction in three key ways: as individual ... Read more

    $32.39 USD

  • Gaming Matters

    Art, Science, Magic, and the Computer Game Medium

    Normal0falsefalsefalseMicrosoftInternetExplorer4In his 2004 book Game Work, Ken S. McAllister proposed a rigorous critical methodology for the discussion of the “video game complex”—the games themselves, their players, the industry that produces them, and those who review and market them. Games, McAllister demonstrated, are viewed and discussed very differently by different factions: as an ... Read more

    $25.19 USD

  • The Routledge Handbook of Role-Playing Game Studies

    Series series Routledge Media and Cultural Studies Handbooks
    This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume.Collaboratively authored by more than 40 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live-action role-play and contemporary computer RPG and ... Read more

    $68.99 USD

  • Immersive Gameplay

    Essays on Participatory Media and Role-Playing

    Edited by Evan Torner, William J. White ...
    This collection of all-new essays approaches the topic of immersion as a product of social and media relations. Examining the premises and aesthetics of live-action and tabletop role-playing games, reality television, social media apps and first-person shooters, the essays take both game rules and the media discourse that games produce as serious objects of study.Scholars of social psychology, ... Read more

    $16.39 USD