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84 books about Games & Activities
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American Sweepstakes: How One Small State Bucked the Church, the Feds, and the Mob to Usher in the Lottery Age
Kevin Flynn
University Press of New England, 2015
Library of Congress HG6133.N28F59 2015 | Dewey Decimal 795.3809742

By 1963 public lotteries—a time-honored if tarnished method of raising revenue for everything from the Roman roads to Washington’s Continental Army—had been outlawed in the United States for seventy years. The only legal gambling in America was found in Nevada, where mob involvement had at first been an open secret, and then revealed as no secret at all. In New Hampshire—a conservative, rural state with no sales tax and persistent problems with funding education—state legislator Larry Pickett had filed a bill to establish a lottery in every legislative session since 1953. To the surprise of many, it won passage a decade later and was signed into law by John King, the state’s first Democratic governor in forty years. American Sweepstakes describes how King assembled an unlikely group of supporters—including a celebrated FBI agent and the staunchly conservative publisher of the state’s leading newspaper—to establish the first state lottery in the nation, paving the way for what is today a $78 billion enterprise. Despite the remonstrations of the Catholic Church, the threat of arrest by the federal government, the strident denunciations of nearly every newspaper editorialist in the country, and the very real fear that the lottery would be co-opted by the mob, eleven thoroughbred racehorses leapt from the gate on September 12, 1964, in the first New Hampshire Sweepstakes, ushering in the lottery age in America.
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The Art of the Game of Chess
Ruy López
Catholic University of America Press, 2020
Library of Congress GV1442.L8513 2020 | Dewey Decimal 794.1

The Art of the Game of Chess is the first English translation of Fr. Ruy López’s 1561 book about chess, Libro de la invención liberal y arte del juego del ajedrez. López was a priest who served as King Philip II’s confessor and royal advisor. As a connoisseur of chess, King Philip II promoted the game in his court, and it did not take long for López to become known as Spain’s and one of Europe’s greatest chess players. López is widely acclaimed as one of the most influential chess thinkers of all time whose theories of chess are an integral part of how chess is played today. Academics, including historians, linguists, sociologists, and Hispanists, as well as non-academics, especially chess enthusiasts, will appreciate this translation, which opens with a Foreword by Andrew Soltis, who is a Grandmaster and a United States Chess Hall of Fame Inductee, and includes a critical introduction and more than 275 footnotes.
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Betting on the Civil Service Examinations: The Lottery in Late Qing China
En Li
Harvard University Press

Weixing, or “surname guessing,” was a highly organized lottery practice in China wherein money was bet on the surnames of which candidates would pass the civil and military examinations. For centuries, up until 1905, the examination system was the primary means by which the Chinese state selected new officials from all over the empire and a way for commoners to climb the social ladder.

How was betting on the examinations possible and why did it matter? Opening with a weixing-related examination scandal in 1885, En Li reconstructs the inner mechanisms of weixing and other lottery games in the southern province of Guangdong. By placing the history of the lottery in a larger context, the author traces a series of institutional revenue innovations surrounding lottery regulation from the 1850s to the early 1900s, and depicts an expansive community created by the lottery with cultural and informational channels stretching among Guangdong, Southeast Asia, and North America. This book sheds light on a new reality that emerged during the final decades of China’s last imperial dynasty, with a nuanced understanding of competitions, strategic thinking by lottery players and public officials seeking to maximize revenues, and a global network of players.

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The Bingo Queens of Oneida: How Two Moms Started Tribal Gaming in Wisconsin
Mike Hoeft
Wisconsin Historical Society Press, 2014
Library of Congress E99.O45H78 2014 | Dewey Decimal 305.897554307756

Before Indian casinos sprouted up around the country, a few enterprising tribes got their start in gambling by opening bingo parlors. A group of women on the Oneida Indian Reservation just outside Green Bay, Wisconsin, introduced bingo in 1976 simply to pay a few bills. Bingo not only paid the light bill at the struggling civic center but was soon financing vital health and housing services for tribal elderly and poor.
While militant Indian activists often dominated national headlines in the 1970s, these church-going Oneida women were the unsung catalysts behind bingo’s rising prominence as a sovereignty issue in the Oneida Nation. The bingo moms were just trying to take care of the kids in the community.
The Bingo Queens of Oneida: How Two Moms Started Tribal Gaming tells the story through the eyes of Sandra Ninham and Alma Webster, the Oneida women who had the idea for a bingo operation run by the tribe to benefit the entire tribe. Bingo became the tribe’s first moneymaker on a reservation where about half the population was living in poverty.
Author Mike Hoeft traces the historical struggles of the Oneida—one of six nations of the Iroquois, or Haudenosaunee, confederacy—from their alliance with America during the Revolutionary War to their journey to Wisconsin. He also details the lives of inspirational tribal members who worked alongside Ninham and Webster, and also those who were positively affected by their efforts.
The women-run bingo hall helped revitalize an indigenous culture on the brink of being lost. The Bingo Queens of Oneida is the story of not only how one game helped revive the Oneida economy but also how one game strengthened the Oneida community.
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Cahuilla Nation Activism and the Tribal Casino Movement
Theodor P. Gordon
University of Nevada Press, 2018
Library of Congress E99.C155G67 2018 | Dewey Decimal 979.40049745

In 1980, when the Cabazon Band first opened a small poker club on their Indian reservation in the isolated desert of California, they knew local authorities would challenge them. Cabazon persisted and ultimately won, defeating the State of California in a landmark case before the Supreme Court. By fighting for their right to operate a poker club, Cabazon opened up the possibility for native nations across the United States to open casinos on their own reservations, spurring the growth of what is now a $30 billion industry.

Cahuilla Nation Activism and the Tribal Casino Movement tells the bigger story of how the Cahuilla nations—including the Cabazon—have used self-reliance and determination to maintain their culture and independence against threats past and present. From California’s first governor’s “war of extermination” against native peoples through today’s legal and political challenges, Gordon shows that successful responses have depended on the Cahuilla’s ability to challenge non-natives’ assumptions and misconceptions.
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Casanova's Lottery: The History of a Revolutionary Game of Chance
Stephen M. Stigler
University of Chicago Press, 2022
Library of Congress HG6195.S75 2022 | Dewey Decimal 795.380944

The fascinating story of an important lottery that flourished in France from 1757 to 1836 and its role in transforming our understanding of the nature of risk.

In the 1750s, at the urging of famed adventurer Giacomo Casanova, the French state began to embrace risk in adopting a new Loterie. The prize amounts paid varied, depending on the number of tickets bought and the amount of the bet, as determined by each individual bettor. The state could lose money on any individual Loterie drawing while being statistically guaranteed to come out on top in the long run. In adopting this framework, the French state took on risk in a way no other has, before or after. At each drawing the state was at risk of losing a large amount; what is more, that risk was precisely calculable, generally well understood, and yet taken on by the state with little more than a mathematical theory to protect it.

Stephen M. Stigler follows the Loterie from its curious inception through its hiatus during the French Revolution, its renewal and expansion in 1797, and finally to its suppression in 1836, examining throughout the wider question of how members of the public came to trust in new financial technologies and believe in their value. Drawing from an extensive collection of rare ephemera, Stigler pieces together the Loterie’s remarkable inner workings, as well as its implications for the nature of risk and the role of lotteries in social life over the period 1700–1950. 

Both a fun read and fodder for many fields, Casanova's Lottery shines new light on the conscious introduction of risk into the management of a nation-state and the rationality of playing unfair games.
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Casino Accounting and Financial Management: Second Edition
E. Malcolm Greenlees
University of Nevada Press, 2008
Library of Congress HF5686.G23G74 2008 | Dewey Decimal 657.84

In this work, author E. Malcolm Greenlees provides detailed information about the role of state governments in the regulation of gaming. He also discusses the dominance of slot machines as the major revenue source in most casinos; he provides information about changes in the types and operation of slot machines, as well as accounting procedures for slot revenues.
The book covers every aspect of the financial management of a casino, from the details of licensing and regulation to revenue taxation; the management of slot machines and other gaming devices, table games, and betting operations; revenue flows and internal cash controls; cashiering; accounting; and financial reporting.
Casino Accounting and Financial Management has been recognized as the essential manual for gaming industry professionals since its first publication in 1988. This 2008 edition is updated throughout and greatly expands the original text, addressing growth and changes in the casino industry as gaming has spread into new venues both nationwide and internationally, incorporated new games and new technology, and become subject to new management policies and new government regulations.
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Cheating the Spread: Gamblers, Point Shavers, and Game Fixers in College Football and Basketball
Albert J. Figone
University of Illinois Press, 2012
Library of Congress GV717.F54 2012 | Dewey Decimal 796.043

Delving into the history of gambling and corruption in intercollegiate sports, Cheating the Spread recounts all of the major gambling scandals in college football and basketball. Digging through court records, newspapers, government documents, and university archives and conducting private interviews, Albert J. Figone finds that game rigging has been pervasive and nationwide throughout most of the sports' history. The insidious practice has spread to implicate not only bookies and unscrupulous gamblers but also college administrators, athletic organizers, coaches, fellow students, and the athletes themselves.
 
Naming the players, coaches, gamblers, and go-betweens involved, Figone discusses numerous college basketball and football games reported to have been fixed and describes the various methods used to gain unfair advantage, inside information, or undue profit. His survey of college football includes early years of gambling on games between established schools such as Yale, Princeton, and Harvard; Notre Dame's All-American halfback and skilled gambler George Gipp; and the 1962 allegations of insider information between Alabama coach Paul "Bear" Bryant and former Georgia coach James Wallace "Wally" Butts; and many other recent incidents. Notable events in basketball include the 1951 scandal involving City College of New York and six other schools throughout the East Coast and the Midwest; the 1961 point-shaving incident that put a permanent end to the Dixie Classic tournament; the 1978 scheme in which underworld figures recruited and bribed several Boston College players to ensure a favorable point spread; the 1994-95 Northwestern scandal in which players bet against their own team; and other recent examples of compromised gameplay and gambling.
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Color Me Michigan: A University of Michigan Coloring Book
Melissa Mueller
Michigan Publishing Services, 2017

If you ever thought that the University of Michigan was only Maize and Blue, think again. The only limit to the palette in this new adult coloring book is your imagination . . . and whatever pens or pencils you have on hand. Celebrate well-known Ann Arbor and U-M landmarks and unearth hidden treasures in the pages of Color Me Michigan, while celebrating the University’s 200-year history.
 
Whether you are an alum, current student, “Michigan parent,” or simply an admirer of this unique institution, we invite you to relax and reinvigorate your mind, while transforming the variety of black and white images into a colorful keepsake.
 
This coloring book has been published by Michigan Publishing Services, part of the University of Michigan Library. We exist to help faculty members, staff, and students to effectively disseminate their research, record the history of the institution, and develop affordable resources for teaching and learning.





 
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Color me...Cherry & White: A Temple University Coloring Book
Temple University Press
Temple University Press, 2018

The first ever Temple University adult coloring book, Color Me...Cherry & White contains more than twenty iconic Temple University landmarks. From the magnificent Baptist Temple with its ornate stained glass windows, to Hooter the Owl, the campus food trucks, and the SEPTA rail station, students, parents, and alumni—even future Owls—now have a personal campus canvas to color with markers, pencils or crayons.

The images in Color Me...Cherry & White were created from photographs from the University Photography Department and crafted into pages for amateur artists to beautify. The designs will stoke memories as well as provide stress relief as artists create their own impressions of the campus. Moreover, this keepsake will make the perfect gift and provide memories for the worldwide Temple community.

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The Cultural Legacy of the Royal Game of the Goose: 400 years of Printed Board Games
Adrian Seville
Amsterdam University Press, 2019

The Game of the Goose is one of the oldest printed board games, dating back 400 years. It has spawned thousands of derivatives: simple race games, played with dice, on themes that mirror much of human activity. Its legacy can be traced in games of education, advertising and polemic, as well as in those of amusement and gambling - and games on new themes are still being developed. This book, by the leading international collector of the genre, is devoted to showing why the Game of the Goose is special and why it can lay claim to being the most influential of any printed game in the cultural history of Europe. Detailed study of the games reveals their historical provenance and - reversing the process - gives unusual insights into the cultures which produced them. They therefore provide rich sources for the cultural historian. This book is beautifully illustrated with more than 90 illustrations, many in color, which are integrated throughout the text.
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Cutting The Wire: Gaming Prohibition And The Internet
David G. Schwartz
University of Nevada Press, 2005
Library of Congress KF9440.S39 2005 | Dewey Decimal 345.730272028547

The story of the Wire Act and how Robert Kennedy’s crusade against the Mob is creating a new generation of Internet gaming outlaws.Gambling has been part of American life since long before the existence of the nation, but Americans have always been ambivalent about it. What David Schwartz calls the “pell-mell history of legal gaming in the United States” is a testament to our paradoxical desire both to gamble and to control gambling. It is in this context that Schwartz examines the history of the Wire Act, passed in 1961 as part of Attorney General Robert F. Kennedy’s crusade against organized crime and given new life in recent efforts to control Internet gambling. Cutting the Wire presents the story of how this law first developed, how it helped fight a war against organized crime, and how it is being used today. The Wire Act achieved new significance with the development of the Internet in the early 1990s and the growing popularity of online wagering through offshore facilities. The United States government has invoked the Wire Act in a vain effort to control gambling within its borders, at a time when online sports betting is soaring in popularity. By placing the Wire Act into the larger context of Americans’ continuing ambivalence about gambling, Schwartz has produced a provocative analysis of a national habit and the vexing predicaments that derive from it. In America today, 48 of 50 states currently permit some kind of legal gambling. Schwartz’s historical unraveling of the Wire Act exposes the illogic of an outdated law intended to stifle organized crime being used to set national policy on Internet gaming. Cutting the Wire carefully dissects two centuries of American attempts to balance public interest with the technology of gambling. Available in hardcover and paperback.

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Digital Gaming and the Advertising Landscape
Teresa de la Hera
Amsterdam University Press, 2019

The evolution of the game industry and changes in the advertising landscape in recent years have led to a keen interest of marketers in using digital games for advertising purposes. However, despite the increasing interest in this marketing strategy, the potential of digital games as a medium to convey advertising messages remains unexploited.*Digital Gaming and the Advertising Landscape* explores the different ways advertising messages can be embedded within digital games. An interdisciplinary approach is used to help explain how persuasive communication works within digital games. It does so by forging new links within the area of game studies where the emphasis of this book clearly lies, while also taking up new subjects such as design theories and their relation to games as well as how this relationship may be used in a practical context.
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Doodling for Academics: A Coloring and Activity Book
Julie Schumacher
University of Chicago Press, 2017

To an outsider, working as a university professor might seem like a dream: summers off, a few hours of class each week, an exchange of ideas with brilliant colleagues, books and late afternoon lattes. . . . Who wouldn’t envy that life?
 
But those in the trenches of academe are well acquainted with the professoriate’s dark underside: the hierarchies and pseudo-political power plays, the peculiar colleagues, the over-parented students, the stacks of essays that need to be graded ASAP.
 
No one understands this world better than novelist Julie Schumacher, who here provides a bitingly funny distraction designed to help you survive life in higher education without losing your mind. Sardonic yet shrewdly insightful, Doodling for Academics offers the perfect cognitive relief for the thousands of faculty and grad students whose mentors and loved ones failed to steer them toward more reasonable or lucrative fields.
 
Through forty pages of original illustrations and activities—from coloring to paper dolls to mad libs—this book traces the arc of a typical day on campus. Get a peek inside the enigma of the student brain. Imagine a utopian faculty meeting. Navigate the red tape maze of university administration. With the help of hilarious illustrations by Lauren Nassef, Schumacher infuses the world of campus greens and university quads with cutting wit, immersing you deep into the weirdly creative challenges of university life. Offering a satirical interactive experience for scholars, the combination of humor and activities in this book will bring academia into entertaining relief, making it the perfect gift for your colleagues, advisors, or newly minted graduates.
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DOOM: SCARYDARKFAST
Dan Pinchbeck
University of Michigan Press, 2013
Library of Congress GV1469.35.D68P56 2013 | Dewey Decimal 794.8

In December 1993, gaming changed forever. id Software's seminal shooter DOOM was released, and it shook the foundations of the medium. Daniel Pinchbeck brings together the complete story of DOOM for the first time.

This book takes a look at the early days of first-person gaming and the video game studio system. It discusses the prototypes and the groundbreaking technology that drove the game forward and offers a detailed analysis of gameplay and level design. Pinchbeck also examines DOOM's contributions to wider gaming culture, such as online multiplay and the modding community, and the first-person gaming genre, focusing on DOOM's status as a foundational title and the development of the genre since 1993. Pinchbeck draws extensively from primary data: from the game itself, from the massive fan culture surrounding the title, and from interviews with the developers who made it. This book is not only the definitive work on DOOM but a snapshot of a period of gaming history, a manifesto for a development ethos, and a celebration of game culture at its best.

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Dummy Up And Deal: Inside The Culture Of Casino Dealing
H. Lee Barnes
University of Nevada Press, 2011
Library of Congress HV6711.B37 2002 | Dewey Decimal 331.2041795

The glitter and excitement that tourists associate with casinos is only a facade. To the gaming industry's front-line employees, its dealers, the casino is a far less glamorous environment, a workplace full of emotional tension, physical and mental demands, humor and pathos. Author H. Lee Barnes, who spent many years as a dealer in some of Las Vegas's best-known casinos, shows us this world from the point of view of the table-games dealer. Told in the voices of dozens of dealers, male and female, young and old, Dummy Up and Deal takes us to the dealer's side of the table. We observe the "breaking in" that constitutes a dealer's training, where the hands learn the motions of the game while the mind undergoes the requisite hardening to endure long hours of concentration and the demands of often unreasonable and sometimes abusive players. We discover how dealers are hired and assigned to shifts and tables, how they interact with each other and with their supervisors, and how they deal with players—the winners and the losers, the "Sweethearts" and the "Dragon Lady," the tourists looking for a few thrills and the mobsters showing off their "juice." We observe cheaters on both sides of the table and witness the exploits of such high-rollers as Frank Sinatra and Colonel Parker, Elvis's manager. And we learn about the dealers' lives after-hours, how some juggle casino work with family responsibilities while others embrace the bohemian lifestyle of the Strip and sometimes lose themselves to drugs, drink, or sex. It's a life that invites cynicism and bitterness, that can erode the soul and deaden the spirit. But the dealer's life can also offer moments of humor, encounters with generous and kindly players, moments of pride or humanity or professional solidarity. Barnes writes with the candor of a keen observer of his profession, someone who has seen it all—many times—but has never lost his capacity to wonder, to sympathize, or to laugh. Dummy Up and Deal is a colorful insider's view of the casino industry, a fascinating glimpse behind the glitter into the real world of the casino worker.

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Futures At Stake: Youth, Gambling, And Society
Howard J. Shaffer
University of Nevada Press, 2003
Library of Congress HV6715.F87 2003 | Dewey Decimal 363.420835097

The widespread legalization of gambling across the U.S. has produced concerns for serious social, economic, and health problems. For the first time in this country, an entire generation of young people has reached adulthood within a context of approval and endorsement of gambling as a source of entertainment and recreation. Compared with their adult counterparts, these young people have evidenced a higher level of gambling related problems. In Futures at Stake, specialists in psychology, medicine, law, public health, economics, casino management, psychiatry, and criminal justice examine this problem from the perspective of their various disciplines, producing an intelligent, thought-provoking, and valuable survey of what is fast becoming a leading social-health problem across the nation. Foreword by Thomas N. Cummings.

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Gambling on Authenticity: Gaming, the Noble Savage, and the Not-So-New Indian
Becca Gercken
Michigan State University Press, 2017
Library of Congress E98.G18G36 2017 | Dewey Decimal 970.00497

In the decades since the passing of the  Pamajewon ruling in Canada and the Indian Gaming Regulatory Act in the United States, gaming has come to play a crucial role in how Indigenous peoples are represented and read by both Indians and non-Indians alike. This collection presents a transnational examination of North American gaming and considers the role Indigenous artists and scholars play in producing depictions of Indigenous gambling. In an effort to offer a more complete and nuanced picture of Indigenous gaming in terms of sign and strategy than currently exists in academia or the general public, Gambling on Authenticity crosses both disciplinary and geographic boundaries. The case studies presented offer a historically and politically nuanced analysis of gaming that collectively creates an interdisciplinary reading of gaming informed by both the social sciences and the humanities. A great tool for the classroom, Gambling on Authenticity works to illuminate the not-so-new Indian being formed in the public's consciousness by and through gaming.
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Gambling, Space, and Time: Shifting Boundaries and Cultures
Pauliina Raento
University of Nevada Press, 2011
Library of Congress HV6710.G364 2011 | Dewey Decimal 363.42

The eight essays in Gambling, Space, and Time use a global and interdisciplinary approach to examine two significant areas of gambling studies that have not been widely explored--the ever-changing boundaries that divide and organize gambling spaces, and the cultures, perceptions, and emotions related to gambling. The contributors represent a variety of disciplines: history, geography, sociology, anthropology, political science, and law.

The essays consider such topics as the impact of technological advances on gambling activities, the role of the nation-state in the gambling industry, and the ways that cultural and moral values influence the availability of gambling and the behavior of gamblers. The case studies offer rich new insights into a gambling industry that is both a global phenomenon and a powerful engine of local change.

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Game: Animals, Video Games, and Humanity
Tom Tyler
University of Minnesota Press, 2022
Library of Congress GV1469.34.P79T95 2022 | Dewey Decimal 794.83

A playful reflection on animals and video games, and what each can teach us about the other
 

Video games conjure new worlds for those who play them, human or otherwise: they’ve been played by cats, orangutans, pigs, and penguins, and they let gamers experience life from the perspective of a pet dog, a predator or a prey animal, or even a pathogen. In Game, author Tom Tyler provides the first sustained consideration of video games and animals and demonstrates how thinking about animals and games together can prompt fresh thinking about both.

Game comprises thirteen short essays, each of which examines a particular video game, franchise, aspect of gameplay, or production in which animals are featured, allowing us to reflect on conventional understandings of humans, animals, and the relationships between them. Tyler contemplates the significance of animals who insert themselves into video games, as protagonists, opponents, and brute resources, but also as ciphers, subjects, and subversive guides to new ways of thinking. These animals encourage us to reconsider how we understand games, contesting established ideas about winning and losing, difficulty settings, accessibility, playing badly, virtuality, vitality and vulnerability, and much more.

Written in a playful style, Game draws from a dizzying array of sources, from children’s television, sitcoms, and regional newspapers to medieval fables, Shakespearean tragedy, and Edwardian comedy; from primatology, entomology, and hunting and fishing manuals to theological tracts and philosophical treatises. By examining video games through the lens of animals and animality, Tyler leads us to a greater humility regarding the nature and status of the human creature, and a greater sensitivity in dealings with other animals.

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Game Production Studies
Olli Sotamaa
Amsterdam University Press, 2021

Video games have entered the cultural mainstream and in terms of economic profits they now rival established entertainment industries such as film or television. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. Yet, scholars have largely overlooked video game production cultures in favor of studying games themselves and player audiences. In Game Production Studies, an international group of established and emerging researchers takes a closer look at the everyday realities of video game production, ranging from commercial industries to independent creators and cultural intermediaries. Across sixteen chapters, the authors deal with issues related to labour, game development, monetization and publishing, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what costs.
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Gameplay Mode: War, Simulation, and Technoculture
Patrick Crogan
University of Minnesota Press, 2011
Library of Congress GV1469.17.S63C76 2011 | Dewey Decimal 793.932

From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008’s Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand their place in contemporary culture, Patrick Crogan argues, we must first understand the military logics that created and continue to inform them. Gameplay Mode situates computer games and gaming within the contemporary technocultural moment, connecting them to developments in the conceptualization of pure war since the Second World War and the evolution of simulation as both a technological achievement and a sociopolitical tool.

Crogan begins by locating the origins of computer games in the development of cybernetic weapons systems in the 1940s, the U.S. Air Force’s attempt to use computer simulation to protect the country against nuclear attack, and the U.S. military’s development of the SIMNET simulated battlefield network in the late 1980s. He then examines specific game modes and genres in detail, from the creation of virtual space in fight simulation games and the co-option of narrative forms in gameplay to the continuities between online gaming sociality and real-world communities and the potential of experimental or artgame projects like September 12th: A Toy World and Painstation, to critique conventional computer games.

Drawing on critical theoretical perspectives on computer-based technoculture, Crogan reveals the profound extent to which today’s computer games—and the wider culture they increasingly influence—are informed by the technoscientific program they inherited from the military-industrial complex. But, Crogan concludes, games can play with, as well as play out, their underlying logic, offering the potential for computer gaming to anticipate a different, more peaceful and hopeful future.

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Gaming: Essays On Algorithmic Culture
Alexander R. Galloway
University of Minnesota Press, 2006
Library of Congress GV1469.34.S63G35 2006 | Dewey Decimal 794.8

Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices.

In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions.

Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form.

Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age.

Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.
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Gaming Matters: Art, Science, Magic, and the Computer Game Medium
Judd Ethan Ruggill and Ken S. McAllister
University of Alabama Press, 2011
Library of Congress GV1469.3.R84 2011 | Dewey Decimal 794.8

In 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 economic force, as narrative texts, as a facet of popular culture, as a psychological playground, as an ethical and moral force, even as a tool for military training.
 
In Gaming Matters, McAllister and coauthor Judd Ruggill turn from the broader discussion of video game rhetoric to study the video game itself as a medium and the specific features that give rise to games as similar and yet diverse as Pong, Tomb Raider, and Halo. In short, what defines the computer game itself as a medium distinct from all others? Each chapter takes up a different fundamental characteristic of the medium. Games are:
• Idiosyncratic, and thus difficult to apprehend using the traditional tools of media study
• Irreconcilable, or complex to such a degree that developers, players, and scholars have contradictory ways of describing them
• Boring, and therefore obligated to constantly make demands
on players’ attention
• Anachronistic, or built on age-old tropes and forms of play
while ironically bound to the most advanced technologies
• Duplicitous, or dependent on truth-telling rhetoric even when they are about fictions, fantasies, or lies
• Work, or are often better understood as labor rather than play
• Alchemical, despite seeming all-too mechanical or predictable
Video games are now inarguably a major site of worldwide cultural production.
 
Gaming Matters will neither flatter game enthusiasts nor embolden game detractors in their assessments. But it will provide a vocabulary through which games can be discussed in academic settings and will create an important foundation for future academic discourse.
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God in the Machine: Video Games as Spiritual Pursuit
Liel Leibovitz
Templeton Press, 2014
Library of Congress GV1469.34.R45L45 2013 | Dewey Decimal 794.8019

What might Heidegger say about Halo, the popular video game franchise, if he were alive today? What would Augustine think about Assassin’s Creed? What could Maimonides teach us about Nintendo’s eponymous hero, Mario? While some critics might dismiss such inquiries outright, protesting that these great thinkers would never concern themselves with a medium so crude and mindless as video games, it is impor­tant to recognize that games like these are becoming the defining medium of our time. We spend more time and money on video games than on books, television, or film, and any serious thinker of our age should be concerned with these games, what they are saying about us, and what we are learning from them.

Yet video games remain relatively unexplored by both scholars and pundits alike. Few have advanced beyond out­moded and futile attempts to tie gameplay to violent behavior. With this rumor now thoroughly and repeatedly disproven, it is time to delve deeper. Just as the Museum of Modern Art in Manhattan recently acquired fourteen games as part of its permanent collection, so too must we seek to add a serious consideration of virtual worlds to the pantheon of philosophical inquiry.

In God in the Machine, author Liel Leibovitz leads a fas­cinating tour of the emerging virtual landscape and its many dazzling vistas from which we are offered new vantage points on age-old theological and philosophical questions. Free will vs. determinism, the importance of ritual, transcendence through mastery, notions of the self, justice and sin, life, death, and resurrection all come into play in the video games that some critics so quickly write off as mind-numbing wastes of time. When one looks closely at how these games are designed, their inherent logic, and their cognitive effects on players, it becomes clear that playing these games creates a state of awareness vastly different from when we watch television or read a book. Indeed, the gameplay is a far more dynamic process that draws on various faculties of mind and body to evoke sensa­tions that might more commonly be associated with religious experience. Getting swept away in an engaging game can be a profoundly spiritual activity. It is not to think, but rather to be, a logic that sustained our ancestors for millennia as they looked heavenward for answers.

As more and more of us look “screenward,” it is crucial to investigate these games for their vast potential as fine instruments of moral training. Anyone seeking a concise and well-reasoned introduction to the subject would do well to start with God in the Machine. By illuminating both where video game storytelling is now and where it currently butts up against certain inherent limitations, Liebovitz intriguingly implies how the field and, in turn, our experiences might continue to evolve and advance in the coming years.

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The Hidden Game of Football: A Revolutionary Approach to the Game and Its Statistics
Bob Carroll, Pete Palmer, and John Thorn
University of Chicago Press, 2023
Library of Congress GV951.C48 2023 | Dewey Decimal 796.3320973

The 1988 cult classic behind football’s data analytics revolution, now back in print with a new foreword and preface.

Data analytics have revolutionized football. With play sheets informed by advanced statistical analysis, today’s coaches pass more, kick less, and go for more two-point or fourth-down conversions than ever before. In 1988, sportswriters Bob Carroll, Pete Palmer, and John Thorn proposed just this style of play in The Hidden Game of Football, but at the time baffled readers scoffed at such a heartless approach to the game. Football was the ultimate team sport and unlike baseball could not be reduced to pure probabilities. Nevertheless, the book developed a cult following among analysts who, inspired by its unorthodox methods, went on to develop the core metrics of football analytics used today: win probability, expected points, QBR, and more. With a new preface by Thorn and Palmer and a new foreword by Football Outsiders’s Aaron Schatz, The Hidden Game of Football remains an essential resource for armchair coaches, fantasy managers, and fans of all stripes.
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In The Desert Of Desire: Las Vegas And The Culture Of Spectacle
William L. Fox
University of Nevada Press, 2007
Library of Congress F849.L35F694 2005 | Dewey Decimal 306.4709793135

Las Vegas, says William Fox, is a pay-as-you-play paradise that succeeds in satisfying our fantasies of wealth and the excesses of pleasure and consumption that go with it. In this context, Fox examines how Las Vegas’s culture of spectacle has obscured the boundaries between high art and entertainment extravaganza, nature and fantasy, for-profit and nonprofit enterprises. His purview ranges from casino art galleries—including Steve Wynn’s private collection and a branch of the famed Guggenheim Museum—to the underfunded Las Vegas Art Museum; from spectacular casino animal collections like those of magicians Siegfried and Roy and Mandalay Bay’s Shark Reef exhibit to the city’s lack of support for a viable public zoo; from the environmental and psychological impact of lavish water displays in the arid desert to the artistic ambiguities intrinsic to Las Vegas’s floating world of showgirls, lapdancers, and ballet divas. That Las Vegas represents one of the world’s most opulent displays of private material wealth in all its forms, while providing miserly funding for local public amenities like museums and zoos, is no accident, Fox maintains. Nor is it unintentional that the city’s most important collections of art and exotic fauna are presented in the context of casino entertainment, part of the feast of sensation and excitement that seduces millions of visitors each year. Instead, this phenomenon shows how our insatiable modern appetite for extravagance and spectacle has diminished the power of unembellished nature and the arts to teach and inspire us, and demonstrates the way our society privileges private benefit over public good. Given that Las Vegas has been a harbinger of national cultural trends, Fox’s commentary offers prescient insight into the increasing commercialization of nature and culture across America.

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Internet Spaceships Are Serious Business: An EVE Online Reader
Marcus Carter
University of Minnesota Press, 2016
Library of Congress GV1469.27.I67 2016 | Dewey Decimal 794.8

EVE Online is a socially complex, science-fiction-themed universe simulation and massively multiplayer online game (MMOG) first released in 2003. Notorious for its colossal battles and ruthless player culture, it has hundreds of thousands of players today. In this fascinating book, scholars, players, and EVE’s developer (CCP Games) examine the intricate world of EVEOnline--providing authentic accounts of lived experience within a game with more than a decade of history and millions of “real” dollars behind it.

Internet Spaceships Are Serious Business features contributions from outstanding EVE Online players, such as The Mittani, an infamous member of the game’s community, as well as academics from around the globe. They cover a wide range of subjects: the game’s technicalities and its difficulty; its projection of humanity’s future in space; the configuration of its unique, single-server game world; the global nature of warfare in its “nullsec” territory (and how EVE players have formed a global concept of time); stereotypes of Russian players; espionage play; in-game memorials to Vile Rat (aka U.S. State Department official Sean Smith, murdered in the 2012 Benghazi attack); its gendered playing experience; and CCP Games’ relationship with players; and its history and legacy.

Internet Spaceships Are Serious Business is a must for EVE Online players interested in a broad perspective on their all-consuming game. It is also accessible to scholars, game designers seeking to understand and replicate the successful aspects unique to EVE Online, and even those who have never played this notoriously complex game.

Contributors: William Sims Bainbridge, National Science Foundation; Chribba; Jedrzej Czarnota; Kjartan Pierre Emilsson; Dan Erdman; Rebecca Fraimow; Martin R. Gibbs, U of Melbourne; Catherine Goodfellow; Kathryn Gronsbell; Keith Harrison; Kristin MacDonough; Mantou (Zhang Yuzhou); Oskar Milik; The Mittani (Alexander Gianturco); Joji Mori; Richard Page; Christopher Paul, Seattle U; Erica Titkemeyer, U of North Carolina at Chapel Hill; Nick Webber, Birmingham City U.


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Juggling the Middle Ages: A Medieval Coloring Book
Dumbarton Oaks, Trustees for Harvard University
Harvard University Press

Once upon a time, there lived in France a humble juggler, Barnaby by name, who was skillful but suffered every winter from poverty. A devotee of the Virgin, he had few failings apart from enjoying drink a little too much. One day he met a monk, who persuaded him to enter a monastery. There he felt miserable at his inability to show his devotion to the Virgin Mary as the other monks did. Then an idea came to him: he would perform before the Madonna! The monks caught him and were outraged or thought he was mad, but soon they saw the Virgin descend from the altar to soothe him. He may be simple, but his heartfelt offering of talent was appreciated. The moral? We do not need to be maestros or to have much money and master’s degrees. We all have something to give.

This simple story has medieval beginnings—a lovely poem often known as “Our Lady’s Tumbler” that dates to the 1230s. Many writers and artists have been inspired by it, and the line art in this coloring book was thoughtfully chosen and carefully prepared from books published a century or so ago. Enjoy the beauty of these illustrations as you add your own colors to the story!

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Kill the Overseer!: The Gamification of Slave Resistance
Sarah Juliet Lauro
University of Minnesota Press, 2020

Explores the representation of slave revolt in video games—and the trouble with making history playable

Kill the Overseer! profiles and problematizes digital games that depict Atlantic slavery and “gamify” slave resistance. In videogames emphasizing plantation labor, the player may choose to commit small acts of resistance like tool-breaking or working slowly. Others dramatically stage the slave’s choice to flee enslavement and journey northward, and some depict outright violent revolt against the master and his apparatus. In this work, Sarah Juliet Lauro questions whether the reduction of a historical enslaved person to a digital commodity in games such as Mission US, Assassin’s Creed, and Freedom Cry ought to trouble us as a further commodification of slavery’s victims, or whether these interactive experiences offer an empowering commemoration of the history of slave resistance. 

Forerunners is a thought-in-process series of breakthrough digital works. Written between fresh ideas and finished books, Forerunners draws on scholarly work initiated in notable blogs, social media, conference plenaries, journal articles, and the synergy of academic exchange. This is gray literature publishing: where intense thinking, change, and speculation take place in scholarship.

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Lara Croft: Cyber Heroine
Astrid Deuber-Mankowsky
University of Minnesota Press, 2005
Library of Congress P96.C77D4813 2005 | Dewey Decimal 793.932

Since the game Tomb Raider was first released in 1996, its protagonist Lara Croft has become an international celebrity. The virtual archaeologist-adventuress has been featured in various sequels to the original game, a line of action figures, two Hollywood films starring Angelina Jolie, forty comic books, a series of novels, and a variety of clothing, merchandise, and ephemera. She has appeared on the covers of Time and Newsweek, spawned innumerable Internet fan sites and a library of adulatory fan fiction, become a pornographic sex symbol, and even inspired a look-alike beauty pageant. Astrid Deuber-Mankowsky's groundbreaking study examines Lara Croft as a cyber heroine - a female body ubiquitously inhabited by game players, an icon of both female strength and male objectification, and the virtual future of fame. Despite Croft's prominence there have been few critical inquiries into her bridging of the boundary between virtual and real worlds or the extent to which she reflects and influences the image of women in digital media. First published in German and revised for this English-language edition, this book is an innovative analysis of the multimedia heroine, tracing the top-down marketing strategies and bottom-up frenzy that precipitated the Lara Croft phenomenon. For girls and women, Croft is a symbol of empowerment, a tough and self-assured riot grrl who has opened up the overwhelmingly masculinized world of computer gaming to female participants. At the same time, she personifies both heterosexual male fantasies and the twinned processes of globalization and cultural imperialism. Drawing on feminist and cultural studies, Deuber-Mankowsky sees Croft as symptomatic of the new media environment and its tendency to erase all qualitative difference, even sexual difference.
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Laws of Chance: Brazil’s Clandestine Lottery and the Making of Urban Public Life
Amy Chazkel
Duke University Press, 2011
Library of Congress HV6722.B82C439 2011 | Dewey Decimal 795.380981

The lottery called the jogo do bicho, or “animal game,” originated as a raffle at a zoo in Rio de Janeiro in 1892. During the next decade, it became a cultural phenomenon all over Brazil, where it remains popular today. Laws of Chance chronicles the game’s early history, as booking agents, dealers, and players spread throughout Rio and the lottery was outlawed and driven underground. Analyzing the game’s popularity, its persistence despite bouts of state repression, and its sociocultural meanings, Amy Chazkel unearths a rich history of popular participation in urban public life in the decades after the abolition of slavery in 1888 and the establishment of the Brazilian republic in 1889. Contending that the jogo do bicho was a precursor to the massive informal economies that developed later in the twentieth century, she sheds new light on the roots of the informal trade that is central to daily life in urban Latin America. The jogo do bicho operated as a form of unlicensed petty commerce in the vast gray area between the legal and the illegal. Police records show that players and ticket sellers were often arrested but rarely prosecuted. Chazkel argues that the animal game developed in dialogue with the official judicial system. Ticket sellers, corrupt police, and lenient judges worked out a system of everyday justice that would characterize public life in Brazil throughout the twentieth century.
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A Library Miscellany
Claire Cock-Starkey
Bodleian Library Publishing, 2018

What can be found in the Vatican’s Secret Archive? How many books did Charles Darwin’s library aboard the Beagle hold? Which library is home to a colony of bats?
            Bursting with potted histories, quirky facts, and enlightening lists, this book explores every aspect of the library, celebrating these remarkable institutions as well as the individuals behind their inspiring collections. From the ancient library at Alexandria to the Library of Congress in Washington DC, and from university libraries to those of humble villages, A Library Miscellany explores institutions both old and new. Opening the door to unusual collections such as herbaria, art libraries, magic libraries, and even the “library of smells,” this book also charts the difficulties of cataloging books deemed to be subversive, heretical, libelous, or obscene.
            Packed with unusual facts and statistics, this is the perfect gift for library enthusiasts, bibliophiles, collectors, and readers everywhere.
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License To Steal: Nevada's Gaming Control System in the Megaresort Age
Jeff Burbank
University of Nevada Press, 2023

These seven precedent-setting case studies taken from the files of the Nevada Gaming Control Board and Commission illustrate vital issues addressed in the first decade of Las Vegas' megaresorts.

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License To Steal: Nevada'S Gaming Control System In The Megaresort Age
Jeff Burbank
University of Nevada Press, 2005
Library of Congress HV6721.L3B87 2000 | Dewey Decimal 363.4209793135

These seven precedent-setting case studies taken from the files of the Nevada Gaming Control Board and Commission illustrate vital issues addressed in the first decade of Las Vegas' megaresorts.
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M is for Monster
Sherry M. Lindquist
Arizona Center for Medieval and Renaissance Studies, 2000

Macau and the Casino Complex
Stefan Al
University of Nevada Press, 2018
Library of Congress NA6810.M33 2018 | Dewey Decimal 725.76095126

Special Award of the Jury Winner — 2018 Gourmand World Cookbook Awards 

In only a decade, Macau has exploded from a sleepy backwater to the world’s casino capital. It was bound to happen. Macau, a former Portuguese colony that became a special administrative region within the People’s Republic of China in 1999, was the only place in China where gambling was legal. With a consumer base of 1.3 billion mainland Chinese deprived of casino gambling, and the world’s largest growing consumer class, international corporations rushed in to enter the games. As a result, the casino influx has permanently transformed the Macau peninsula: its ocean reclaimed, hillside excavated, roads congested, air polluted, and glimmering hotel towers tossed into the skyline, dwarfing the 19th century church towers.
 
Essays by a number of experts give a deeper insight on topics ranging from the myth of the Chinese gambler, the role of feng shui in casino design, the city’s struggle with heritage conservation, the politics of land reclamation, and the effect of the casino industry on the public realm. Drawings and photographs in vivid color visualize Macau’s patchwork of distinct urban enclaves: from downtown casinos, their neon-blasting storefronts eclipsing adjacent homes and schools, to the palatial complexes along a new highway, a Las Vegas-style strip. They also reveal how developers go to great lengths to impress the gambler with gimmicks such as fluorescent lighting, botanic gardens, feng shui dragon statues, cast members’ costumes, Chinese art imitations, and crystal chandelier-decked elevators. It is a book that helps readers grasp the complex process of the development of the casino industry and its overall impact on the social and architectural fabric of the first and last colonial enclave in China.
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The Medium of the Video Game
Edited by Mark J. P. Wolf
University of Texas Press, 2002
Library of Congress GV1469.3.M43 2002 | Dewey Decimal 794.80973

Over a mere three decades, the video game has become the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.
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Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames
Stephanie Boluk
University of Minnesota Press, 2017
Library of Congress GV1469.34.S52B65 2017 | Dewey Decimal 794.8

The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play.

Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art.

One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.

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The Military-Entertainment Complex
Tim Lenoir and Luke Caldwell
Harvard University Press, 2018
Library of Congress U310.2.L46 2018 | Dewey Decimal 338.4779392

With the rise of drones and computer-controlled weapons, the line between war and video games continues to blur. In this book, the authors trace how the realities of war are deeply inflected by their representation in popular entertainment. War games and other media, in turn, feature an increasing number of weapons, tactics, and threat scenarios from the War on Terror.

While past analyses have emphasized top-down circulation of pro-military ideologies through government public relations efforts and a cooperative media industry, The Military-Entertainment Complex argues for a nonlinear relationship, defined largely by market and institutional pressures. Tim Lenoir and Luke Caldwell explore the history of the early days of the video game industry, when personnel and expertise flowed from military contractors to game companies; to a middle period when the military drew on the booming game industry to train troops; to a present in which media corporations and the military influence one another cyclically to predict the future of warfare.

In addition to obvious military-entertainment titles like America’s Army, Lenoir and Caldwell investigate the rise of best-selling franchise games such as Call of Duty, Battlefield, Medal of Honor, and Ghost Recon. The narratives and aesthetics of these video games permeate other media, including films and television programs. This commodification and marketing of the future of combat has shaped the public’s imagination of war in the post-9/11 era and naturalized the U.S. Pentagon’s vision of a new way of war.

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Minor Platforms in Videogame History
Benjamin Nicoll
Amsterdam University Press, 2019

Videogame history is not just a history of one successful technology replacing the next. It is also a history of platforms and communities that never quite made it; that struggled to make their voices heard; that aggravated against the conventions of the day; and that never enjoyed the commercial success or recognition of their major counterparts. In *Minor Platforms in Videogame History*, Benjamin Nicoll argues that 'minor' videogame histories are anything but insignificant. Through an analysis of transitional, decolonial, imaginary, residual, and minor videogame platforms, Nicoll highlights moments of difference and discontinuity in videogame history. From the domestication of vector graphics in the early years of videogame consoles to the 'cloning' of Japanese computer games in South Korea in the 1980s, this book explores case studies that challenge taken-for-granted approaches to videogames, platforms, and their histories.
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Mondo Nano: Fun and Games in the World of Digital Matter
Colin Milburn
Duke University Press, 2015
Library of Congress GV1201.34.M55 2015

In Mondo Nano Colin Milburn takes his readers on a playful expedition through the emerging landscape of nanotechnology, offering a light-hearted yet critical account of our high-tech world of fun and games. This expedition ventures into discussions of the first nanocars, the popular video games Second Life, Crysis, and BioShock, international nanosoccer tournaments, and utopian nano cities. Along the way, Milburn shows how the methods, dispositions, and goals of nanotechnology research converge with video game culture. With an emphasis on play, scientists and gamers alike are building a new world atom by atom, transforming scientific speculations and video game fantasies into reality. Milburn suggests that the closing of the gap between bits and atoms entices scientists, geeks, and gamers to dream of a completely programmable future. Welcome to the wild world of Mondo Nano.
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Mortal Kombat: Games of Death
David Church
University of Michigan Press, 2022
Library of Congress GV1469.35.M67C48 2022 | Dewey Decimal 794.8

Upon its premiere in 1992, Midway’s Mortal Kombat spawned an enormously influential series of fighting games, notorious for their violent “fatality” moves performed by photorealistic characters. Targeted by lawmakers and moral reformers, the series directly inspired the creation of an industrywide rating system for video games and became a referendum on the wide popularity of 16-bit home consoles. Along the way, it became one of the world’s most iconic fighting games, and formed a transmedia franchise that continues to this day.

This book traces Mortal Kombat’s history as an American product inspired by both Japanese video games and Chinese martial-arts cinema, its successes and struggles in adapting to new market trends, and the ongoing influence of its secret-strewn narrative world. After outlining the specific elements of gameplay that differentiated Mortal Kombat from its competitors in the coin-op market, David Church examines the various martial-arts films that inspired its Orientalist imagery, helping explain its stereotypical uses of race and gender. He also posits the games as a cultural landmark from a moment when public policy attempted to intervene in both the remediation of cinematic aesthetics within interactive digital games and in the transition of public gaming spaces into the domestic sphere. Finally, the book explores how the franchise attempted to conquer other forms of media in the 1990s, lost ground to a new generation of 3D games in the 2000s, and has successfully rebooted itself in the 2010s to reclaim its legacy.
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A Museum Miscellany
Claire Cock-Starkey
Bodleian Library Publishing, 2019

Which are the oldest museums in the world? What is a cabinet of curiosity? What is on the FBI’s list of stolen art?

A Museum Miscellany celebrates the intriguing world of galleries and museums, from national institutions such as the Louvre, the British Museum, and the Metropolitan Museum of Art to niche collections such as the Lawnmower Museum and the Museum of Barbed Wire. Here you will find a cornucopia of museum-related facts, statistics, and lists, covering everything from museum ghosts, dangerous museum objects, and conservation beetles to treasure troves, museum heists and the Museum of London’s fatberg.

Bursting with quirky facts, intriguing statistics, and legendary curators, this book is the perfect gift for museum aficionados and collectors alike. 
 
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My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft
Bonnie A. Nardi
University of Michigan Press, 2010
Library of Congress GV1469.25.W64N37 2010 | Dewey Decimal 793.93

"Ever since the creators of the animated television show South Park turned their lovingly sardonic gaze on the massively multiplayer online game World of Warcraft for an entire episode, WoW's status as an icon of digital culture has been secure. My Life as a Night Elf Priest digs deep beneath the surface of that icon to explore the rich particulars of the World of Warcraft player's experience."
—Julian Dibbell, Wired

"World of Warcraft is the best representative of a significant new technology, art form, and sector of society: the theme-oriented virtual world. Bonnie Nardi's pioneering transnational ethnography explores this game both sensitively and systematically using the methods of cultural anthropology and aesthetics with intensive personal experience as a guild member, media teacher, and magical quest Elf."

—William Sims Bainbridge, author of The Warcraft Civilization and editor of Online Worlds
 
“Nardi skillfully covers all of the hot button issues that come to mind when people think of video games like World of Warcraft such as game addiction, sexism, and violence. What gives this book its value are its unexpected gems of rare and beautifully detailed research on less sensationalized topics of interest such as the World of Warcraft player community in China, game modding, the increasingly blurred line between play and work, and the rich and fascinating lives of players and player cultures.  Nardi brings World of Warcraft down to earth for non-players and ties it to social and cultural theory for scholars.  . . . the best ethnography of a single virtual world produced so far.”
—Lisa Nakamura, University of Illinois

World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants.

In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes.

Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer.

Bonnie A. Nardi is an anthropologist by training and a professor in the Department of Informatics in the Donald Bren School of Information and Computer Sciences at the University of California, Irvine. Her research focus is the social implications of digital technologies. She is the author of A Small Matter of Programming: Perspectives on End User Computing and the coauthor of Information Ecologies: Using Technology with Heart and Acting with Technology: Activity Theory and Interaction Design.

Cover art by Jessica Damsky

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Myst and Riven: The World of the D'ni
Mark J.P. Wolf
University of Michigan Press, 2011
Library of Congress GV1469.25.M95W35 2011 | Dewey Decimal 793.932

“Myst and Riven is well-written, interesting, on-topic, insightful, and a real pleasure to read.”
—Edward Castronova, Indiana University

Video games have become a major cultural force, and within their history, Myst and its sequel Riven stand out as influential examples. Myst and Riven: The World of the D’ni is a close analysis of two of the most popular and significant video games in the history of the genre, investigating in detail their design, their functionality, and the gameplay experience they provide players. While scholarly close analysis has been applied to films for some time now, it has only rarely been applied at this level to video games. Mark J. P. Wolf uses elements such as graphics and sound, the games’ mood and atmosphere and how they are generated, the geography and design of the digital worlds, and the narrative structures of the games to examine their appeal to both critical and general audiences, their legacy, and what made them great.

Myst and Riven is the inaugural book in the Landmark Video Games series, edited by Mark J. P. Wolf and Bernard Perron, which is the first series to examine individual video games of historical significance.

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Nature's Portraits: A Coloring Book of Scales, Tails, Furs, and Wings
Peggy Macnamara
University of Chicago Press, 2016
Library of Congress NC965.9.M33 2016 | Dewey Decimal 741.02

When it comes to color, nothing can surpass the vast palette found in nature, from a bright green leaf in a sun-dappled forest to the rich red feathers of a cardinal and the muted greens, ambers, and browns that make up the shell of a tortoise. Wildlife artist Peggy Macnamara has been recreating the natural world through her drawings and paintings for decades, and, with Nature’s Portraits, she invites the rest of the world to join her.

Nature’s Portraits offers sixty of Macnamara’s detailed drawings that can be brought brilliantly to life with nothing more than a few colored pencils or crayons and a sense of wonder about the world around us. Many of the drawings depict animals as they might appear in their natural habitats—like a tree frog, a dashing, playful fox, a snowy owl poised for flight, a sauntering jaguar, and a watchful herd of giraffe. These wild furry and feathered friends are joined by animals found in museums, including Sue, the Field Museum’s resident Tyrannosaurus rex. Each illustration is captioned with a brief scientific description of the species pictured.

Combining inspiration from natural history with a calming, creative activity, Nature’s Portraits encourages us to take a closer look at what we miss when we don’t take the time to stop and look with deep appreciation at the bounty of the natural world around us.
 
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New Perspectives on Games and Interaction
Edited by Krzysztof Apt and Robert van Rooij
Amsterdam University Press, 2008

In 2007 at the Dutch Royal Academy of Sciences in Amsterdam, a colloquium on new perspectives on games and interaction brought together researchers on games in logic, computer science, linguistics, and economics in order to clarify their uses of game theory and identify promising new directions for the field. This volume is a collection of papers presented at the colloquium, and it testifies to the growing importance of game theory as a tool that can capture concepts of strategy, interaction, argumentation, communication, and cooperation amid the disciplines.

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The New Politics of Indian Gaming: The Rise of Reservation Interest Groups
Kenneth N. Hansen
University of Nevada Press, 2015
Library of Congress E98.G18N48 2011 | Dewey Decimal 795.08997073

The advent of gaming on Indian reservations has created a new kind of tribal politics over the past three decades. Now armed with often substantial financial resources, Indigenous peoples have adjusted their political strategies from a focus on the judicial system and the Bureau of Indian Affairs (BIA) to one that directly lobbies state and federal governments and non-Indigenous voters. These tactics allow tribes to play an influential role in shaping state and national policies that affect their particular interests. Using case studies of major Indian gaming states, the contributing authors analyze the interplay of tribal governance, state politics, and federalism, and illustrate the emergence of reservation governments as political power brokers.
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New York’s Promise: Why Sponsoring Casinos Is a Regressive Policy Unworthy of a Great State
David Blankenhorn
American Philanthropic, 2013

North American Birds: A Coloring Book
Dana Gardner
University of Iowa Press, 2017

There are many field guides to birds of the United States. Refer to one if you want to know which colors go exactly where on these thirty-three precisely drawn illustrations. Or create your own fantastic ornithological kingdom by using the brightest shades and patterns you can imagine. It’s almost impossible to improve upon the natural colors of the abstract-art-themed wood duck or the well-named painted bunting, but there’s no reason not to give the American robin a makeover.

The birds are arranged in order of their evolutionary history so that you can see the relationships among species and families. Some of them, like the northern cardinal, are familiar backyard friends; some, like the mountain quail and American bittern, are wary denizens of brushlands and marshes; and some, like the great horned owl, are seldom seen in daylight. One, unfortunately, is extinct—the bright and raucous Carolina parakeet, which once ranged widely in huge noisy flocks. All are waiting for you to bring them to life with your own vibrant colors. 
 
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Perspectives on the European Videogame
Víctor Navarro-Remesal
Amsterdam University Press, 2022

The history of European videogames has been so far overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and prominent videogames in popular culture, such as Grand Theft Auto, Tomb Raider and Alone in the Dark were made in Europe. This book proposes an exploration of European videogames, including both analyses of transnational aspects of European production and close readings of national specificities. It offers a kaleidoscope of European videogame culture, focusing on the analysis of European works and creators but also addressing contextual aspects and placing videogames within a wider sociocultural and philosophical ground. The aim of this collective work is to contribute to the creation of a, so far, almost non-existent yet necessary academic endeavour: a story of the works, authors, styles and cultures of the European videogame.
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Pikachu's Global Adventure: The Rise and Fall of Pokemon
Joseph Tobin, ed.
Duke University Press, 2004
Library of Congress GV1469.35.P63P54 2004 | Dewey Decimal 794.8

Initially developed in Japan by Nintendo as a computer game, Pokémon swept the globe in the late 1990s. Based on a narrative in which a group of children capture, train, and do battle with over a hundred imaginary creatures, Pokémon quickly diversified into an array of popular products including comic books, a TV show, movies, trading cards, stickers, toys, and clothing. Pokémon eventually became the top grossing children's product of all time. Yet the phenomenon fizzled as quickly as it had ignited. By 2002, the Pokémon craze was mostly over. Pikachu’s Global Adventure describes the spectacular, complex, and unpredictable rise and fall of Pokémon in countries around the world.

In analyzing the popularity of Pokémon, this innovative volume addresses core debates about the globalization of popular culture and about children’s consumption of mass-produced culture. Topics explored include the origins of Pokémon in Japan’s valorization of cuteness and traditions of insect collecting and anime; the efforts of Japanese producers and American marketers to localize it for foreign markets by muting its sex, violence, moral ambiguity, and general feeling of Japaneseness; debates about children’s vulnerability versus agency as consumers; and the contentious question of Pokémon’s educational value and place in school. The contributors include teachers as well as scholars from the fields of anthropology, media studies, sociology, and education. Tracking the reception of Pokémon in Japan, the United States, Great Britain, France, and Israel, they emphasize its significance as the first Japanese cultural product to enjoy substantial worldwide success and challenge western dominance in the global production and circulation of cultural goods.

Contributors. Anne Allison, Linda-Renée Bloch, Helen Bromley, Gilles Brougere, David Buckingham, Koichi Iwabuchi, Hirofumi Katsuno, Dafna Lemish, Jeffrey Maret, Julian Sefton-Green, Joseph Tobin, Samuel Tobin, Rebekah Willet, Christine Yano

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Play Redux: The Form of Computer Games
David Myers
University of Michigan Press, 2010
Library of Congress GV1469.17.S63M95 2010 | Dewey Decimal 794.8

A new look at digital gaming and the aesthetics of play
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Players and Pawns: How Chess Builds Community and Culture
Gary Alan Fine
University of Chicago Press, 2015
Library of Congress GV1448.F55 2015 | Dewey Decimal 794.1019

A chess match seems as solitary an endeavor as there is in sports: two minds, on their own, in fierce opposition. In contrast, Gary Alan Fine argues that chess is a social duet: two players in silent dialogue who always take each other into account in their play. Surrounding that one-on-one contest is a community life that can be nearly as dramatic and intense as the across-the-board confrontation. Fine has spent years immersed in the communities of amateur and professional chess players, and with Players and Pawns he takes readers deep inside them, revealing a complex, brilliant, feisty world of commitment and conflict. Within their community, chess players find both support and challenges, all amid a shared interest in and love of the long-standing traditions of the game, traditions that help chess players build a communal identity. 
Full of idiosyncratic characters and dramatic gameplay, Players and Pawns is a celebration of the fascinating world of serious chess.
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The Players: The Men Who Made Las Vegas
Jack Sheehan
University of Nevada Press, 1997
Library of Congress HV6721.L3P58 1997

Las Vegas was largely shaped by a handful of colorful and astute casino operators who turned a dusty desert town into the gaudy, booming holiday mecca that it is today. The essays in this book introduce us to these players. We discover how early leaders like Cliff Jones, Moe Dalitz, and Benny Binion first grasped Las Vegas’s potential as a center for high-stakes gambling, and we read of mobster Bugsy Siegel’s efforts to bring to reality another man’s dream of a glamorous resort-casino on a then-remote site at the edge of town. Other visionaries like Jay Sarno, Sam Boyd, and Jackie Gaughan helped turn casinos into the islands of fantasy, replete with lavish entertainment spectacles. The arrival of eccentric billionaire Howard Hughes introduced a new style of corporate management --one carried on by Kirk Kerkorian and Steve Wynn to an industry previously led by independent entrepreneurs and their families. In preparing their essays, the authors consulted a wide range of sources and conducted interviews with many of the surviving players and their families and associates. The result is an engaging, highly informative account of a city’s growth through the visions, energies, and decisions of some remarkable gambler-businessmen.
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Playing at Narratology: Digital Media as Narrative Theory
Daniel Punday
The Ohio State University Press, 2019
Library of Congress P96.N35P86 2019 | Dewey Decimal 808.036

In Playing at Narratology Daniel Punday bridges the worlds of digital media studies and narrative studies by arguing that digital media allows us to see unresolved tensions, ambiguities, and gaps in core narrative concepts. Rather than developing new terms to account for web-based storytelling, Punday uses established narrative forms to better understand how digital media exposes faulty gaps in narrative theory. Punday’s Playing at Narratology shows that artists, video game developers, and narrative theorists are ultimately playing the same game.
 
Returning to terms such as narrator, setting, event, character, and world, Playing at Narratology reveals new ways of thinking about these basic narrative concepts—concepts that are not so basic when applied to games and web-based narratives. What are thought of as narrative innovations in these digital forms are a product of technological ability and tied to how we physically interact with a medium, creating new and complicated questions: Is the game designer the implied author or the narrator? Is the space on the screen simply the story’s setting? Playing at Narratology guides us through the evolution of narrative in new media without abandoning the field’s theoretical foundations.
 
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Playing Nature: Ecology in Video Games
Alenda Y. Chang
University of Minnesota Press, 2019
Library of Congress GV1469.34.N37C43 2019 | Dewey Decimal 794.8

A potent new book examines the overlap between our ecological crisis and video games
 

Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap.

Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work.

Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures—not all of them dystopian.

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Playing with Feelings: Video Games and Affect
Aubrey Anable
University of Minnesota Press, 2018
Library of Congress GV1469.34.P79+ | Dewey Decimal 794.8

How gaming intersects with systems like history, bodies, and code

Why do we so compulsively play video games? Might it have something to do with how gaming affects our emotions? In Playing with Feelings, scholar Aubrey Anable applies affect theory to game studies, arguing that video games let us “rehearse” feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than thinking about video games as an escape from reality, Anable demonstrates how video games—their narratives, aesthetics, and histories—have been intimately tied to our emotional landscape since the emergence of digital computers.

Looking at a wide variety of video games—including mobile games, indie games, art games, and games that have been traditionally neglected by academia—Anable expands our understanding of the ways in which these games and game studies can participate in feminist and queer interventions in digital media culture. She gives a new account of the touchscreen and intimacy with our mobile devices, asking what it means to touch and be touched by a game. She also examines how games played casually throughout the day create meaningful interludes that give us new ways of relating to work in our lives. And Anable reflects on how games allow us to feel differently about what it means to fail.

Playing with Feelings offers provocative arguments for why video games should be seen as the most significant art form of the twenty-first century and gives the humanities passionate, incisive, and daring arguments for why games matter.

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Poker: The Parody of Capitalism
Ole Bjerg
University of Michigan Press, 2011
Library of Congress GV1251.B56 2011 | Dewey Decimal 795.412

Poker is an extraordinary worldwide phenomenon with major social, cultural, and political implications, and Poker: The Parody of Capitalism investigates the game of poker as a cultural expression of significance not unlike art, literature, film, or music. Tracing the history of poker and comparing the evolution of the game to the development of capitalism, Ole Bjerg complicates prevalent notions of “casino capitalism” and correspondingly facile and simplistic comparisons of late capitalism and poker. By employing Slavoj Žižek’s threefold distinction between imaginary-symbolic-real as a philosophical framework to analyze poker and to understand the basic strategies of the game, Bjerg explores the structural characteristics of poker in relation to other games, making a clear distinction between poker and other gambling games of pure chance such as roulette and craps. With its combination of social theory and empirical research, Poker offers an engaging exploration of a cultural trend.

"Poker is a theoretically sophisticated, highly original and innovative treatment of a contemporary social phenomenon, and contributes greatly to our understanding of the nature of contemporary capitalism."
—Charles Livingstone, Monash University Australia

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The Pop Theology of Videogames: Producing and Playing with Religion
Lars de Wildt
Amsterdam University Press, 2023

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 Wildt interviews developers and players of games such as Assassin’s Creed to find out how and why the Pop Theology of Videogames is so appealing to modern audiences. Based on extensive fieldwork, this book argues that developers of videogames and their players engage in a ‘Pop Theology’ through which laymen reconsider traditional questions of religion by playing with them. Games allow us to play with religious questions and identities in the same way that children play at being a soldier, or choose to ‘play house.’ This requires a radical rethinking of religious questions as no longer just questions of belief or disbelief; but as truths to be tried on, compared, and discarded at will.
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The Powwow Coloring and Activity Book: Ojibwe Traditions Coloring Book Series
Cassie Brown
Wisconsin Historical Society Press, 2018

This series offers children and their families the opportunity to learn about Ojibwe lifeways and teachings in an engaging and accessible manner. Included in each coloring book are word scrambles, mazes, and other activities to help children and their families engage more deeply with the information and have fun at the same time. While younger children (3+) can enjoy simply coloring the images, older children (6+) can also use the stories and glossaries to start learning more about the language and traditions of the Ojibwe people. The four books in this series focus on different aspects of Ojibwe life and traditions, from the powwow to wild ricing.
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Productive Fandom: Intermediality and Affective Reception in Fan Cultures
Nicolle Lamerichs
Amsterdam University Press, 2018
Library of Congress PN1992.55 | Dewey Decimal 302.2345

To dismantle negative stereotypes of fans, this book offers a media ethnography of the digital culture, conventions, and urban spacesassociated with fandoms, arguing that fandom is an area of productive, creative, and subversive value. By examining the fandoms ofSherlock, Glee, Firefly, and other popular television-based franchises, the author appeals to fans and scholars alike in her empirically grounded methodology and insightful analysis of production hierarchies, gender, sexuality, play, and affect.
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Queer Game Studies
Bonnie Ruberg
University of Minnesota Press, 2017
Library of Congress GV1469.17.S63Q44 2017 | Dewey Decimal 794.8

Video games have developed into a rich, growing field at many top universities, but they have rarely been considered from a queer perspective. Immersion in new worlds, video games seem to offer the perfect opportunity to explore the alterity that queer culture longs for, but often sexism and discrimination in gamer culture steal the spotlight. Queer Game Studies provides a welcome corrective, revealing the capacious albeit underappreciated communities that are making, playing, and studying queer games.

These in-depth, diverse, and accessible essays use queerness to challenge the ideas that have dominated gaming discussions. Demonstrating the centrality of LGBTQ issues to the gamer world, they establish an alternative lens for examining this increasingly important culture. Queer Game Studies covers important subjects such as the representation of queer bodies, the casual misogyny prevalent in video games, the need for greater diversity in gamer culture, and reading popular games like Bayonetta, Mass Effect, and Metal Gear Solid from a queer perspective. 

Perfect for both everyday readers and instructors looking to add diversity to their courses, Queer Game Studies is the ideal introduction to the vast and vibrant realm of queer gaming. 

Contributors: Leigh Alexander; Gregory L. Bagnall, U of Rhode Island; Hanna Brady; Mattie Brice; Derek Burrill, U of California, Riverside; Edmond Y. Chang, U of Oregon; Naomi M. Clark; Katherine Cross, CUNY; Kim d’Amazing, Royal Melbourne Institute of Technology; Aubrey Gabel, U of California, Berkeley; Christopher Goetz, U of Iowa; Jack Halberstam, U of Southern California; Todd Harper, U of Baltimore; Larissa Hjorth, Royal Melbourne Institute of Technology; Chelsea Howe; Jesper Juul, Royal Danish Academy of Fine Arts; merritt kopas; Colleen Macklin, Parsons School of Design; Amanda Phillips, Georgetown U; Gabriela T. Richard, Pennsylvania State U; Toni Rocca; Sarah Schoemann, Georgia Institute of Technology; Kathryn Bond Stockton, U of Utah; Zoya Street, U of Lancaster; Peter Wonica; Robert Yang, Parsons School of Design; Jordan Youngblood, Eastern Connecticut State U.

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The Queer Games Avant-Garde: How LGBTQ Game Makers Are Reimagining the Medium of Video Games
Bonnie Ruberg
Duke University Press, 2020
Library of Congress GV1469.17.S63R825 2020

In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve “diversity” in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrait of an influential community that is subverting and redefining the medium of video games by placing queerness front and center.

Interviewees:
Ryan Rose Aceae, Avery Alder, Jimmy Andrews, Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert Yang
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Ready Player Two: Women Gamers and Designed Identity
Shira Chess
University of Minnesota Press, 2017
Library of Congress GV1469.34.P79C44 2017 | Dewey Decimal 794.8

Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. 

In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure.

Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.

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Resort City In The Sunbelt, Second Edition: Las Vegas, 1930-2000
Eugene P. Moehring
University of Nevada Press, 2000
Library of Congress F849.L35M643 2000 | Dewey Decimal 979.313503

            Resort City in the Sunbelt is a non-sensationalistic, scholarly account of Las Vegas from the building of the Hoover Dam to the construction of the MGM Grand Hotel. Historian Eugene Moehring provides a balanced view of the city’s urban development. Although a unique city in many ways, Las Vegas has displayed characteristics common to other sunbelt cities across the western United States—including underfunded social services, low-density urbanization with a heavy reliance upon automobiles, a sluggish response to problems within minority communities, a preference for efficient, business-like government, and a mania for low taxes. The gaming and resort aspects are fully considered, but Moehring emphasizes the city as part of the continually expanding sunbelt.
            From this important study, historians will conclude that, despite some of its unusual traits, Las Vegas is much like other western cities and therefore deserves recognition as one of the fastest-growing centers in postwar America.
In a new and expanded epilogue to this edition, Moehring looks at the major events of the three decades leading up to 2000 and their underpinnings.
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Respawn: Gamers, Hackers, and Technogenic Life
Colin Milburn
Duke University Press, 2018
Library of Congress GV1469.34.S52M55 2018

In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.
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The Rise Of The Biggest Little City: An Encyclopedic History Of Reno Gaming, 1931-1981
Dwayne Kling
University of Nevada Press, 2010
Library of Congress HV6721.N45K58 2000 | Dewey Decimal 795.0979355

The history of Reno during the first half century is to a great degree the history of Reno’s gaming industry. Between 1931 and 1981, the economy, skyline, and lifestyle of “the Biggest Little City in the World” were strongly influenced by the city’s casinos and the people who created and operated them. In The Rise of the Biggest Little City, longtime Reno gaming executive Dwayne Kling records the fruits of his fourteen years of research into the history of Reno’s casinos, from the backroom (and often illegal) dives of the industry’s beginnings to the elegant casino-hotels of today. Arranged in encyclopedic form with historic photographs (many never before published), the book offers the stories of such famous establishments as Harolds Club, the Cal-Neva, the Sands, and Harrah’s, as well as defunct clubs like the Cedars, the Silver Spur, and the Bank Club. We also find the stories of the men and women who created Reno’s gaming industry—such as James McKay and Bill Graham, who came from the rough-and-tumble saloons of boom-town Tonopah and developed a chain of illegal gambling clubs and brothels into Reno’s first major casino, the Bank Club; the Smith family—Raymond I. “Pappy,” Harold Sr., Raymond A., and Harold Jr.—whose Harolds Club was a prime downtown attraction for over fifty years and brought Reno national fame as a destination for fun and gambling; Bill Bailey, an African-American whose Harlem Club—one of the first integrated casinos in Reno—attracted such show-business luminaries as Louis Armstrong and Pearl Bailey (his cousin) for late-night jam sessions; William Harrah, who parleyed a string of small bingo parlors into a major gaming empire; and Jack Douglass, a slot-route operator in the early days of legal gaming who became a major figure in Reno’s modern casino industry. There are more. Kling records the stories of hundreds of gaming establishments, most of them long forgotten, stretching geographically from the Mount Rose Highway to the north end of town, from Verdi to Sparks; and of dozens of men and women who shaped the industry, for better and for worse. We learn from that Reno was the true pioneer of the gambling industry. It was here that big-name entertainment was first offered in a casino setting; that elegant hotel rooms and fine dining were first offered as amenities of the casino experience; that a casino corporation first traded its stock on the New York Stock Exchange; that ethnic minorities first owned and operated casinos, and first integrated them. The Rise of the Biggest Little City will engage readers with its authoritative account of the rise of modern Reno and of the colorful history that lies beneath today’s neon and glitz.

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Seniors in Casino Land: Tough Luck for Older Americans
Amy Ziettlow
American Philanthropic, 2014

In 2012, over 50 percent of those patronizing a casino were over 50 years of age. Have casinos become today's senior center? Come with Amy Ziettlow as she travels through America's casinos, eating at the buffets, playing the slots, and talking to as many seniors as she can. A stark picture emerges.

Now that the goverment is the biggest sponsor of casino gaming, all of us--even those who never visit casinos--have to ask: Are we turning a blind eye to a government-sponsored predator that creates false community, drains personal finances, and undermines dignity for those most vulnerable among us? Read this first-hand report from the glitzy, senior-filled trenches of "Casino Land."
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Shared Fantasy: Role Playing Games as Social Worlds
Gary Alan Fine
University of Chicago Press, 1983
Library of Congress GV1202.F35F56 1983 | Dewey Decimal 306.48

This classic study still provides one of the most acute descriptions available of an often misunderstood subculture: that of fantasy role playing games like Dungeons & Dragons. Gary Alan Fine immerses himself in several different gaming systems, offering insightful details on the nature of the games and the patterns of interaction among players—as well as their reasons for playing.
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Silent Hill: The Terror Engine
Bernard Perron
University of Michigan Press, 2012
Library of Congress GV1469.35.S54P47 2011 | Dewey Decimal 794.8

Silent Hill: The Terror Engine, the second of the two inaugural studies in the Landmark Video Games series from series editors Mark J. P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.

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Simulating Good and Evil: The Morality and Politics of Videogames
Marcus Schulzke
Rutgers University Press, 2020
Library of Congress GV1469.34.M67S38 2020

Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Decades of research purporting to show that videogames are immoral has failed to produce convincing evidence of this. However, games are morally important because they simulate decisions that would have moral weight if they were set in the real world. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without taking any actions that would themselves be subject to moral evaluation. Some videogame content may be upsetting or offensive, but mere offense does not necessarily indicate a moral problem. Upsetting content is best understood by applying existing theories for evaluating political ideologies and offensive speech.
 
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Stacked Deck: Inside the Politics of New York's Dishonest Casino Plan
Paul Davies
American Philanthropic, 2013

The Storytelling Coloring Book: Ojibwe Traditions Coloring Book Series
Cassie Brown
Wisconsin Historical Society Press, 2018

This series offers children and their families the opportunity to learn about Ojibwe lifeways and teachings in an engaging and accessible manner. Included in each coloring book are word scrambles, mazes, and other activities to help children and their families engage more deeply with the information and have fun at the same time. While younger children (3+) can enjoy simply coloring the images, older children (6+) can also use the stories and glossaries to start learning more about the language and traditions of the Ojibwe people. The four books in this series focus on different aspects of Ojibwe life and traditions, from the powwow to wild ricing.
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The Sugarbush Coloring Book: Ojibwe Traditions Coloring Book Series
Cassie Brown
Wisconsin Historical Society Press, 2018

This series offers children and their families the opportunity to learn about Ojibwe lifeways and teachings in an engaging and accessible manner. Included in each coloring book are word scrambles, mazes, and other activities to help children and their families engage more deeply with the information and have fun at the same time. While younger children (3+) can enjoy simply coloring the images, older children (6+) can also use the stories and glossaries to start learning more about the language and traditions of the Ojibwe people. The four books in this series focus on different aspects of Ojibwe life and traditions, from the powwow to wild ricing.
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This Gaming Life: Travels in Three Cities
Jim Rossignol
University of Michigan Press, 2009
Library of Congress GV1469.34.S52R67 2008 | Dewey Decimal 794.8

"In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a video game.

It was the best thing that ever happened to me.”

So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist.

Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives.

Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.

“We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.”
—Chris Baker, Wired

“This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.”
—Raph Koster, game designer and author of A Theory of Fun for Game Design

“Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’”
—Joshua Davis, author of The Underdog

“This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.”
—John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Invention

digitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.

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Transnational Play: Piracy, Urban Art, and Mobile Games
Anne-Marie Schleiner
Amsterdam University Press, 2020

Transnational Play makes a case for approaching gameplay as a global industry and set of practices that also includes diverse participation from players and developers located within the global South, in nations outside of the First World. Such participation includes gameplay in cafes, games for regional and global causes like environmentalism, piracy and cheats, localization, urban playful art in Latin America, and the development of culturally unique mobile games. This book offers a reorientation of perspective on global play, while still acknowledging geographically distributed socioeconomic, racial, gender, and other inequities. Over the course of the inquiry, which includes a chapter dedicated to the cartography of the mobile augmented reality game Pokémon Go, the author develops a theoretical line of argument critically informed by gender studies and intersectionality, post-colonialism, geopolitics, and game studies. This book looks at who develops, localizes, and consumes games, problematizing play as a diverse and contested transnational domain.
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The Unexpected Hanging and Other Mathematical Diversions
Martin Gardner
University of Chicago Press, 1991
Library of Congress QA95.G33 1991 | Dewey Decimal 793.74

Seasoned with Gardner's interest in the history and philosophy of science, this delightful book is a treasure-trove of puzzles, anecdotes, games, and logical theory. These intriguing problems, collected from Gardner's Scientific American columns, involve knots, interlocking rings, rotations and reflections, logical paradox, two-dimensional universes, chess strategies, and gambling odds.

"Gardner conjures problems that are both profound and silly; exquisite truths and outrageous absurdities; paradoxes, anagrams, palindromes and party tricks. . . . He knows, better than most, how many amazing true things there are in the world."—Newsweek
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The Viking Coloring Book
Dayanna Knight
Arizona Center for Medieval and Renaissance Studies, 2017

What do you think of when you think of the Vikings? Fierce warriors? Sailors of magnificent dragon-prowed ships who terrorized North-Western Europe? Do you think of darkened halls thick with smoke and song?

Like all people those researchers now consider to be Viking were much more complex than the modern world sees them as. This coloring book is meant to show that. It is designed to provide scenes of the beauty of the early medieval world the Vikings inhabited. It is in this context that Viking cultures developed. You will find artifacts and animals, plants and landscapes within these pages to explore. Species that held some use to the Vikings, such as those that provided fur in particular have been focused on. Reconstructed scenes are inspired by the diverse world experienced in the north. There are no horned helmets here. The real Vikings were much more practical than that.

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Welcome to Dragon Talk: Inspiring Conversations about Dungeons & Dragons and the People Who Love to Play It
Shelly Mazzanoble
University of Iowa Press, 2022
Library of Congress GV1469.62.D84M43 2022 | Dewey Decimal 793.93

If it seems like everyone you know is playing Dungeons & Dragons, it’s because they are! After nearly five decades, the iconic roleplaying game is more popular than ever. Famous Hollywood actors and directors, therapists, educators, politicians, kids, parents, and grandparents all count themselves as fans. In Welcome to Dragon Talk, hosts of the official D&D podcast Shelly Mazzanoble and Greg Tito and their surprising guests show how this beloved pastime has amassed a diverse, tight-knit following of players who defy stereotypes. 
 
Shelly and Greg recount some of their most inspiring interviews and illuminate how their guests use the core tenets of the game in everyday life. An A-list actor defends D&D by baring his soul (and his muscles) on social media. A teacher in a disadvantaged district in Houston creates a D&D club that motivates students to want to read and think analytically. A writer and live-streamer demonstrates how D&D–inspired communication breaks barriers and empowers people of color. Readers will see why Dungeons & Dragons has remained such a pop culture phenomenon and how it has given this disparate and growing community the inspiration to flourish and spread some in-game magic into the real world.

 
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What Is Your Quest?: From Adventure Games to Interactive Books
Anastasia Salter
University of Iowa Press, 2014
Library of Congress GV1469.34.S52S336 2014 | Dewey Decimal 794.8

What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play.

One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community.

The interactions between storytellers and readers, between programmers and creators, and among  fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them.
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Why Casinos Matter: Thirty-One Evidence-Based Propositions from the Health and Social Sciences
Institute for American Values
American Philanthropic, 2013

The Wild Ricing Coloring and Activity Book: Ojibwe Traditions Coloring Book Series
Cassie Brown
Wisconsin Historical Society Press, 2018

This series offers children and their families the opportunity to learn about Ojibwe lifeways and teachings in an engaging and accessible manner. Included in each coloring book are word scrambles, mazes, and other activities to help children and their families engage more deeply with the information and have fun at the same time. While younger children (3+) can enjoy simply coloring the images, older children (6+) can also use the stories and glossaries to start learning more about the language and traditions of the Ojibwe people. The four books in this series focus on different aspects of Ojibwe life and traditions, from the powwow to wild ricing.
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84 books about Games & Activities
American Sweepstakes
How One Small State Bucked the Church, the Feds, and the Mob to Usher in the Lottery Age
Kevin Flynn
University Press of New England, 2015
By 1963 public lotteries—a time-honored if tarnished method of raising revenue for everything from the Roman roads to Washington’s Continental Army—had been outlawed in the United States for seventy years. The only legal gambling in America was found in Nevada, where mob involvement had at first been an open secret, and then revealed as no secret at all. In New Hampshire—a conservative, rural state with no sales tax and persistent problems with funding education—state legislator Larry Pickett had filed a bill to establish a lottery in every legislative session since 1953. To the surprise of many, it won passage a decade later and was signed into law by John King, the state’s first Democratic governor in forty years. American Sweepstakes describes how King assembled an unlikely group of supporters—including a celebrated FBI agent and the staunchly conservative publisher of the state’s leading newspaper—to establish the first state lottery in the nation, paving the way for what is today a $78 billion enterprise. Despite the remonstrations of the Catholic Church, the threat of arrest by the federal government, the strident denunciations of nearly every newspaper editorialist in the country, and the very real fear that the lottery would be co-opted by the mob, eleven thoroughbred racehorses leapt from the gate on September 12, 1964, in the first New Hampshire Sweepstakes, ushering in the lottery age in America.
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The Art of the Game of Chess
Ruy López
Catholic University of America Press, 2020
The Art of the Game of Chess is the first English translation of Fr. Ruy López’s 1561 book about chess, Libro de la invención liberal y arte del juego del ajedrez. López was a priest who served as King Philip II’s confessor and royal advisor. As a connoisseur of chess, King Philip II promoted the game in his court, and it did not take long for López to become known as Spain’s and one of Europe’s greatest chess players. López is widely acclaimed as one of the most influential chess thinkers of all time whose theories of chess are an integral part of how chess is played today. Academics, including historians, linguists, sociologists, and Hispanists, as well as non-academics, especially chess enthusiasts, will appreciate this translation, which opens with a Foreword by Andrew Soltis, who is a Grandmaster and a United States Chess Hall of Fame Inductee, and includes a critical introduction and more than 275 footnotes.
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Betting on the Civil Service Examinations
The Lottery in Late Qing China
En Li
Harvard University Press

Weixing, or “surname guessing,” was a highly organized lottery practice in China wherein money was bet on the surnames of which candidates would pass the civil and military examinations. For centuries, up until 1905, the examination system was the primary means by which the Chinese state selected new officials from all over the empire and a way for commoners to climb the social ladder.

How was betting on the examinations possible and why did it matter? Opening with a weixing-related examination scandal in 1885, En Li reconstructs the inner mechanisms of weixing and other lottery games in the southern province of Guangdong. By placing the history of the lottery in a larger context, the author traces a series of institutional revenue innovations surrounding lottery regulation from the 1850s to the early 1900s, and depicts an expansive community created by the lottery with cultural and informational channels stretching among Guangdong, Southeast Asia, and North America. This book sheds light on a new reality that emerged during the final decades of China’s last imperial dynasty, with a nuanced understanding of competitions, strategic thinking by lottery players and public officials seeking to maximize revenues, and a global network of players.

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The Bingo Queens of Oneida
How Two Moms Started Tribal Gaming in Wisconsin
Mike Hoeft
Wisconsin Historical Society Press, 2014
Before Indian casinos sprouted up around the country, a few enterprising tribes got their start in gambling by opening bingo parlors. A group of women on the Oneida Indian Reservation just outside Green Bay, Wisconsin, introduced bingo in 1976 simply to pay a few bills. Bingo not only paid the light bill at the struggling civic center but was soon financing vital health and housing services for tribal elderly and poor.
While militant Indian activists often dominated national headlines in the 1970s, these church-going Oneida women were the unsung catalysts behind bingo’s rising prominence as a sovereignty issue in the Oneida Nation. The bingo moms were just trying to take care of the kids in the community.
The Bingo Queens of Oneida: How Two Moms Started Tribal Gaming tells the story through the eyes of Sandra Ninham and Alma Webster, the Oneida women who had the idea for a bingo operation run by the tribe to benefit the entire tribe. Bingo became the tribe’s first moneymaker on a reservation where about half the population was living in poverty.
Author Mike Hoeft traces the historical struggles of the Oneida—one of six nations of the Iroquois, or Haudenosaunee, confederacy—from their alliance with America during the Revolutionary War to their journey to Wisconsin. He also details the lives of inspirational tribal members who worked alongside Ninham and Webster, and also those who were positively affected by their efforts.
The women-run bingo hall helped revitalize an indigenous culture on the brink of being lost. The Bingo Queens of Oneida is the story of not only how one game helped revive the Oneida economy but also how one game strengthened the Oneida community.
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Cahuilla Nation Activism and the Tribal Casino Movement
Theodor P. Gordon
University of Nevada Press, 2018
In 1980, when the Cabazon Band first opened a small poker club on their Indian reservation in the isolated desert of California, they knew local authorities would challenge them. Cabazon persisted and ultimately won, defeating the State of California in a landmark case before the Supreme Court. By fighting for their right to operate a poker club, Cabazon opened up the possibility for native nations across the United States to open casinos on their own reservations, spurring the growth of what is now a $30 billion industry.

Cahuilla Nation Activism and the Tribal Casino Movement tells the bigger story of how the Cahuilla nations—including the Cabazon—have used self-reliance and determination to maintain their culture and independence against threats past and present. From California’s first governor’s “war of extermination” against native peoples through today’s legal and political challenges, Gordon shows that successful responses have depended on the Cahuilla’s ability to challenge non-natives’ assumptions and misconceptions.
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Casanova's Lottery
The History of a Revolutionary Game of Chance
Stephen M. Stigler
University of Chicago Press, 2022
The fascinating story of an important lottery that flourished in France from 1757 to 1836 and its role in transforming our understanding of the nature of risk.

In the 1750s, at the urging of famed adventurer Giacomo Casanova, the French state began to embrace risk in adopting a new Loterie. The prize amounts paid varied, depending on the number of tickets bought and the amount of the bet, as determined by each individual bettor. The state could lose money on any individual Loterie drawing while being statistically guaranteed to come out on top in the long run. In adopting this framework, the French state took on risk in a way no other has, before or after. At each drawing the state was at risk of losing a large amount; what is more, that risk was precisely calculable, generally well understood, and yet taken on by the state with little more than a mathematical theory to protect it.

Stephen M. Stigler follows the Loterie from its curious inception through its hiatus during the French Revolution, its renewal and expansion in 1797, and finally to its suppression in 1836, examining throughout the wider question of how members of the public came to trust in new financial technologies and believe in their value. Drawing from an extensive collection of rare ephemera, Stigler pieces together the Loterie’s remarkable inner workings, as well as its implications for the nature of risk and the role of lotteries in social life over the period 1700–1950. 

Both a fun read and fodder for many fields, Casanova's Lottery shines new light on the conscious introduction of risk into the management of a nation-state and the rationality of playing unfair games.
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Casino Accounting and Financial Management
Second Edition
E. Malcolm Greenlees
University of Nevada Press, 2008
In this work, author E. Malcolm Greenlees provides detailed information about the role of state governments in the regulation of gaming. He also discusses the dominance of slot machines as the major revenue source in most casinos; he provides information about changes in the types and operation of slot machines, as well as accounting procedures for slot revenues.
The book covers every aspect of the financial management of a casino, from the details of licensing and regulation to revenue taxation; the management of slot machines and other gaming devices, table games, and betting operations; revenue flows and internal cash controls; cashiering; accounting; and financial reporting.
Casino Accounting and Financial Management has been recognized as the essential manual for gaming industry professionals since its first publication in 1988. This 2008 edition is updated throughout and greatly expands the original text, addressing growth and changes in the casino industry as gaming has spread into new venues both nationwide and internationally, incorporated new games and new technology, and become subject to new management policies and new government regulations.
[more]

Cheating the Spread
Gamblers, Point Shavers, and Game Fixers in College Football and Basketball
Albert J. Figone
University of Illinois Press, 2012
Delving into the history of gambling and corruption in intercollegiate sports, Cheating the Spread recounts all of the major gambling scandals in college football and basketball. Digging through court records, newspapers, government documents, and university archives and conducting private interviews, Albert J. Figone finds that game rigging has been pervasive and nationwide throughout most of the sports' history. The insidious practice has spread to implicate not only bookies and unscrupulous gamblers but also college administrators, athletic organizers, coaches, fellow students, and the athletes themselves.
 
Naming the players, coaches, gamblers, and go-betweens involved, Figone discusses numerous college basketball and football games reported to have been fixed and describes the various methods used to gain unfair advantage, inside information, or undue profit. His survey of college football includes early years of gambling on games between established schools such as Yale, Princeton, and Harvard; Notre Dame's All-American halfback and skilled gambler George Gipp; and the 1962 allegations of insider information between Alabama coach Paul "Bear" Bryant and former Georgia coach James Wallace "Wally" Butts; and many other recent incidents. Notable events in basketball include the 1951 scandal involving City College of New York and six other schools throughout the East Coast and the Midwest; the 1961 point-shaving incident that put a permanent end to the Dixie Classic tournament; the 1978 scheme in which underworld figures recruited and bribed several Boston College players to ensure a favorable point spread; the 1994-95 Northwestern scandal in which players bet against their own team; and other recent examples of compromised gameplay and gambling.
[more]

Color Me Michigan
A University of Michigan Coloring Book
Melissa Mueller
Michigan Publishing Services, 2017
If you ever thought that the University of Michigan was only Maize and Blue, think again. The only limit to the palette in this new adult coloring book is your imagination . . . and whatever pens or pencils you have on hand. Celebrate well-known Ann Arbor and U-M landmarks and unearth hidden treasures in the pages of Color Me Michigan, while celebrating the University’s 200-year history.
 
Whether you are an alum, current student, “Michigan parent,” or simply an admirer of this unique institution, we invite you to relax and reinvigorate your mind, while transforming the variety of black and white images into a colorful keepsake.
 
This coloring book has been published by Michigan Publishing Services, part of the University of Michigan Library. We exist to help faculty members, staff, and students to effectively disseminate their research, record the history of the institution, and develop affordable resources for teaching and learning.





 
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Color me...Cherry & White
A Temple University Coloring Book
Temple University Press
Temple University Press, 2018

The first ever Temple University adult coloring book, Color Me...Cherry & White contains more than twenty iconic Temple University landmarks. From the magnificent Baptist Temple with its ornate stained glass windows, to Hooter the Owl, the campus food trucks, and the SEPTA rail station, students, parents, and alumni—even future Owls—now have a personal campus canvas to color with markers, pencils or crayons.

The images in Color Me...Cherry & White were created from photographs from the University Photography Department and crafted into pages for amateur artists to beautify. The designs will stoke memories as well as provide stress relief as artists create their own impressions of the campus. Moreover, this keepsake will make the perfect gift and provide memories for the worldwide Temple community.

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The Cultural Legacy of the Royal Game of the Goose
400 years of Printed Board Games
Adrian Seville
Amsterdam University Press, 2019
The Game of the Goose is one of the oldest printed board games, dating back 400 years. It has spawned thousands of derivatives: simple race games, played with dice, on themes that mirror much of human activity. Its legacy can be traced in games of education, advertising and polemic, as well as in those of amusement and gambling - and games on new themes are still being developed. This book, by the leading international collector of the genre, is devoted to showing why the Game of the Goose is special and why it can lay claim to being the most influential of any printed game in the cultural history of Europe. Detailed study of the games reveals their historical provenance and - reversing the process - gives unusual insights into the cultures which produced them. They therefore provide rich sources for the cultural historian. This book is beautifully illustrated with more than 90 illustrations, many in color, which are integrated throughout the text.
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Cutting The Wire
Gaming Prohibition And The Internet
David G. Schwartz
University of Nevada Press, 2005

The story of the Wire Act and how Robert Kennedy’s crusade against the Mob is creating a new generation of Internet gaming outlaws.Gambling has been part of American life since long before the existence of the nation, but Americans have always been ambivalent about it. What David Schwartz calls the “pell-mell history of legal gaming in the United States” is a testament to our paradoxical desire both to gamble and to control gambling. It is in this context that Schwartz examines the history of the Wire Act, passed in 1961 as part of Attorney General Robert F. Kennedy’s crusade against organized crime and given new life in recent efforts to control Internet gambling. Cutting the Wire presents the story of how this law first developed, how it helped fight a war against organized crime, and how it is being used today. The Wire Act achieved new significance with the development of the Internet in the early 1990s and the growing popularity of online wagering through offshore facilities. The United States government has invoked the Wire Act in a vain effort to control gambling within its borders, at a time when online sports betting is soaring in popularity. By placing the Wire Act into the larger context of Americans’ continuing ambivalence about gambling, Schwartz has produced a provocative analysis of a national habit and the vexing predicaments that derive from it. In America today, 48 of 50 states currently permit some kind of legal gambling. Schwartz’s historical unraveling of the Wire Act exposes the illogic of an outdated law intended to stifle organized crime being used to set national policy on Internet gaming. Cutting the Wire carefully dissects two centuries of American attempts to balance public interest with the technology of gambling. Available in hardcover and paperback.

[more]

Digital Gaming and the Advertising Landscape
Teresa de la Hera
Amsterdam University Press, 2019
The evolution of the game industry and changes in the advertising landscape in recent years have led to a keen interest of marketers in using digital games for advertising purposes. However, despite the increasing interest in this marketing strategy, the potential of digital games as a medium to convey advertising messages remains unexploited.*Digital Gaming and the Advertising Landscape* explores the different ways advertising messages can be embedded within digital games. An interdisciplinary approach is used to help explain how persuasive communication works within digital games. It does so by forging new links within the area of game studies where the emphasis of this book clearly lies, while also taking up new subjects such as design theories and their relation to games as well as how this relationship may be used in a practical context.
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Doodling for Academics
A Coloring and Activity Book
Julie Schumacher
University of Chicago Press, 2017
To an outsider, working as a university professor might seem like a dream: summers off, a few hours of class each week, an exchange of ideas with brilliant colleagues, books and late afternoon lattes. . . . Who wouldn’t envy that life?
 
But those in the trenches of academe are well acquainted with the professoriate’s dark underside: the hierarchies and pseudo-political power plays, the peculiar colleagues, the over-parented students, the stacks of essays that need to be graded ASAP.
 
No one understands this world better than novelist Julie Schumacher, who here provides a bitingly funny distraction designed to help you survive life in higher education without losing your mind. Sardonic yet shrewdly insightful, Doodling for Academics offers the perfect cognitive relief for the thousands of faculty and grad students whose mentors and loved ones failed to steer them toward more reasonable or lucrative fields.
 
Through forty pages of original illustrations and activities—from coloring to paper dolls to mad libs—this book traces the arc of a typical day on campus. Get a peek inside the enigma of the student brain. Imagine a utopian faculty meeting. Navigate the red tape maze of university administration. With the help of hilarious illustrations by Lauren Nassef, Schumacher infuses the world of campus greens and university quads with cutting wit, immersing you deep into the weirdly creative challenges of university life. Offering a satirical interactive experience for scholars, the combination of humor and activities in this book will bring academia into entertaining relief, making it the perfect gift for your colleagues, advisors, or newly minted graduates.
[more]

DOOM
SCARYDARKFAST
Dan Pinchbeck
University of Michigan Press, 2013

In December 1993, gaming changed forever. id Software's seminal shooter DOOM was released, and it shook the foundations of the medium. Daniel Pinchbeck brings together the complete story of DOOM for the first time.

This book takes a look at the early days of first-person gaming and the video game studio system. It discusses the prototypes and the groundbreaking technology that drove the game forward and offers a detailed analysis of gameplay and level design. Pinchbeck also examines DOOM's contributions to wider gaming culture, such as online multiplay and the modding community, and the first-person gaming genre, focusing on DOOM's status as a foundational title and the development of the genre since 1993. Pinchbeck draws extensively from primary data: from the game itself, from the massive fan culture surrounding the title, and from interviews with the developers who made it. This book is not only the definitive work on DOOM but a snapshot of a period of gaming history, a manifesto for a development ethos, and a celebration of game culture at its best.

[more]

Dummy Up And Deal
Inside The Culture Of Casino Dealing
H. Lee Barnes
University of Nevada Press, 2011

The glitter and excitement that tourists associate with casinos is only a facade. To the gaming industry's front-line employees, its dealers, the casino is a far less glamorous environment, a workplace full of emotional tension, physical and mental demands, humor and pathos. Author H. Lee Barnes, who spent many years as a dealer in some of Las Vegas's best-known casinos, shows us this world from the point of view of the table-games dealer. Told in the voices of dozens of dealers, male and female, young and old, Dummy Up and Deal takes us to the dealer's side of the table. We observe the "breaking in" that constitutes a dealer's training, where the hands learn the motions of the game while the mind undergoes the requisite hardening to endure long hours of concentration and the demands of often unreasonable and sometimes abusive players. We discover how dealers are hired and assigned to shifts and tables, how they interact with each other and with their supervisors, and how they deal with players—the winners and the losers, the "Sweethearts" and the "Dragon Lady," the tourists looking for a few thrills and the mobsters showing off their "juice." We observe cheaters on both sides of the table and witness the exploits of such high-rollers as Frank Sinatra and Colonel Parker, Elvis's manager. And we learn about the dealers' lives after-hours, how some juggle casino work with family responsibilities while others embrace the bohemian lifestyle of the Strip and sometimes lose themselves to drugs, drink, or sex. It's a life that invites cynicism and bitterness, that can erode the soul and deaden the spirit. But the dealer's life can also offer moments of humor, encounters with generous and kindly players, moments of pride or humanity or professional solidarity. Barnes writes with the candor of a keen observer of his profession, someone who has seen it all—many times—but has never lost his capacity to wonder, to sympathize, or to laugh. Dummy Up and Deal is a colorful insider's view of the casino industry, a fascinating glimpse behind the glitter into the real world of the casino worker.

[more]

Futures At Stake
Youth, Gambling, And Society
Howard J. Shaffer
University of Nevada Press, 2003

The widespread legalization of gambling across the U.S. has produced concerns for serious social, economic, and health problems. For the first time in this country, an entire generation of young people has reached adulthood within a context of approval and endorsement of gambling as a source of entertainment and recreation. Compared with their adult counterparts, these young people have evidenced a higher level of gambling related problems. In Futures at Stake, specialists in psychology, medicine, law, public health, economics, casino management, psychiatry, and criminal justice examine this problem from the perspective of their various disciplines, producing an intelligent, thought-provoking, and valuable survey of what is fast becoming a leading social-health problem across the nation. Foreword by Thomas N. Cummings.

[more]

Gambling on Authenticity
Gaming, the Noble Savage, and the Not-So-New Indian
Becca Gercken
Michigan State University Press, 2017
In the decades since the passing of the  Pamajewon ruling in Canada and the Indian Gaming Regulatory Act in the United States, gaming has come to play a crucial role in how Indigenous peoples are represented and read by both Indians and non-Indians alike. This collection presents a transnational examination of North American gaming and considers the role Indigenous artists and scholars play in producing depictions of Indigenous gambling. In an effort to offer a more complete and nuanced picture of Indigenous gaming in terms of sign and strategy than currently exists in academia or the general public, Gambling on Authenticity crosses both disciplinary and geographic boundaries. The case studies presented offer a historically and politically nuanced analysis of gaming that collectively creates an interdisciplinary reading of gaming informed by both the social sciences and the humanities. A great tool for the classroom, Gambling on Authenticity works to illuminate the not-so-new Indian being formed in the public's consciousness by and through gaming.
[more]

Gambling, Space, and Time
Shifting Boundaries and Cultures
Pauliina Raento
University of Nevada Press, 2011

The eight essays in Gambling, Space, and Time use a global and interdisciplinary approach to examine two significant areas of gambling studies that have not been widely explored--the ever-changing boundaries that divide and organize gambling spaces, and the cultures, perceptions, and emotions related to gambling. The contributors represent a variety of disciplines: history, geography, sociology, anthropology, political science, and law.

The essays consider such topics as the impact of technological advances on gambling activities, the role of the nation-state in the gambling industry, and the ways that cultural and moral values influence the availability of gambling and the behavior of gamblers. The case studies offer rich new insights into a gambling industry that is both a global phenomenon and a powerful engine of local change.

[more]

Game
Animals, Video Games, and Humanity
Tom Tyler
University of Minnesota Press, 2022

A playful reflection on animals and video games, and what each can teach us about the other
 

Video games conjure new worlds for those who play them, human or otherwise: they’ve been played by cats, orangutans, pigs, and penguins, and they let gamers experience life from the perspective of a pet dog, a predator or a prey animal, or even a pathogen. In Game, author Tom Tyler provides the first sustained consideration of video games and animals and demonstrates how thinking about animals and games together can prompt fresh thinking about both.

Game comprises thirteen short essays, each of which examines a particular video game, franchise, aspect of gameplay, or production in which animals are featured, allowing us to reflect on conventional understandings of humans, animals, and the relationships between them. Tyler contemplates the significance of animals who insert themselves into video games, as protagonists, opponents, and brute resources, but also as ciphers, subjects, and subversive guides to new ways of thinking. These animals encourage us to reconsider how we understand games, contesting established ideas about winning and losing, difficulty settings, accessibility, playing badly, virtuality, vitality and vulnerability, and much more.

Written in a playful style, Game draws from a dizzying array of sources, from children’s television, sitcoms, and regional newspapers to medieval fables, Shakespearean tragedy, and Edwardian comedy; from primatology, entomology, and hunting and fishing manuals to theological tracts and philosophical treatises. By examining video games through the lens of animals and animality, Tyler leads us to a greater humility regarding the nature and status of the human creature, and a greater sensitivity in dealings with other animals.

[more]

Game Production Studies
Olli Sotamaa
Amsterdam University Press, 2021
Video games have entered the cultural mainstream and in terms of economic profits they now rival established entertainment industries such as film or television. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. Yet, scholars have largely overlooked video game production cultures in favor of studying games themselves and player audiences. In Game Production Studies, an international group of established and emerging researchers takes a closer look at the everyday realities of video game production, ranging from commercial industries to independent creators and cultural intermediaries. Across sixteen chapters, the authors deal with issues related to labour, game development, monetization and publishing, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what costs.
[more]

Gameplay Mode
War, Simulation, and Technoculture
Patrick Crogan
University of Minnesota Press, 2011

From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008’s Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand their place in contemporary culture, Patrick Crogan argues, we must first understand the military logics that created and continue to inform them. Gameplay Mode situates computer games and gaming within the contemporary technocultural moment, connecting them to developments in the conceptualization of pure war since the Second World War and the evolution of simulation as both a technological achievement and a sociopolitical tool.

Crogan begins by locating the origins of computer games in the development of cybernetic weapons systems in the 1940s, the U.S. Air Force’s attempt to use computer simulation to protect the country against nuclear attack, and the U.S. military’s development of the SIMNET simulated battlefield network in the late 1980s. He then examines specific game modes and genres in detail, from the creation of virtual space in fight simulation games and the co-option of narrative forms in gameplay to the continuities between online gaming sociality and real-world communities and the potential of experimental or artgame projects like September 12th: A Toy World and Painstation, to critique conventional computer games.

Drawing on critical theoretical perspectives on computer-based technoculture, Crogan reveals the profound extent to which today’s computer games—and the wider culture they increasingly influence—are informed by the technoscientific program they inherited from the military-industrial complex. But, Crogan concludes, games can play with, as well as play out, their underlying logic, offering the potential for computer gaming to anticipate a different, more peaceful and hopeful future.

[more]

Gaming
Essays On Algorithmic Culture
Alexander R. Galloway
University of Minnesota Press, 2006
Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices.

In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions.

Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form.

Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age.

Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.
[more]

Gaming Matters
Art, Science, Magic, and the Computer Game Medium
Judd Ethan Ruggill and Ken S. McAllister
University of Alabama Press, 2011
In 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 economic force, as narrative texts, as a facet of popular culture, as a psychological playground, as an ethical and moral force, even as a tool for military training.
 
In Gaming Matters, McAllister and coauthor Judd Ruggill turn from the broader discussion of video game rhetoric to study the video game itself as a medium and the specific features that give rise to games as similar and yet diverse as Pong, Tomb Raider, and Halo. In short, what defines the computer game itself as a medium distinct from all others? Each chapter takes up a different fundamental characteristic of the medium. Games are:
• Idiosyncratic, and thus difficult to apprehend using the traditional tools of media study
• Irreconcilable, or complex to such a degree that developers, players, and scholars have contradictory ways of describing them
• Boring, and therefore obligated to constantly make demands
on players’ attention
• Anachronistic, or built on age-old tropes and forms of play
while ironically bound to the most advanced technologies
• Duplicitous, or dependent on truth-telling rhetoric even when they are about fictions, fantasies, or lies
• Work, or are often better understood as labor rather than play
• Alchemical, despite seeming all-too mechanical or predictable
Video games are now inarguably a major site of worldwide cultural production.
 
Gaming Matters will neither flatter game enthusiasts nor embolden game detractors in their assessments. But it will provide a vocabulary through which games can be discussed in academic settings and will create an important foundation for future academic discourse.
[more]

God in the Machine
Video Games as Spiritual Pursuit
Liel Leibovitz
Templeton Press, 2014
What might Heidegger say about Halo, the popular video game franchise, if he were alive today? What would Augustine think about Assassin’s Creed? What could Maimonides teach us about Nintendo’s eponymous hero, Mario? While some critics might dismiss such inquiries outright, protesting that these great thinkers would never concern themselves with a medium so crude and mindless as video games, it is impor­tant to recognize that games like these are becoming the defining medium of our time. We spend more time and money on video games than on books, television, or film, and any serious thinker of our age should be concerned with these games, what they are saying about us, and what we are learning from them.

Yet video games remain relatively unexplored by both scholars and pundits alike. Few have advanced beyond out­moded and futile attempts to tie gameplay to violent behavior. With this rumor now thoroughly and repeatedly disproven, it is time to delve deeper. Just as the Museum of Modern Art in Manhattan recently acquired fourteen games as part of its permanent collection, so too must we seek to add a serious consideration of virtual worlds to the pantheon of philosophical inquiry.

In God in the Machine, author Liel Leibovitz leads a fas­cinating tour of the emerging virtual landscape and its many dazzling vistas from which we are offered new vantage points on age-old theological and philosophical questions. Free will vs. determinism, the importance of ritual, transcendence through mastery, notions of the self, justice and sin, life, death, and resurrection all come into play in the video games that some critics so quickly write off as mind-numbing wastes of time. When one looks closely at how these games are designed, their inherent logic, and their cognitive effects on players, it becomes clear that playing these games creates a state of awareness vastly different from when we watch television or read a book. Indeed, the gameplay is a far more dynamic process that draws on various faculties of mind and body to evoke sensa­tions that might more commonly be associated with religious experience. Getting swept away in an engaging game can be a profoundly spiritual activity. It is not to think, but rather to be, a logic that sustained our ancestors for millennia as they looked heavenward for answers.

As more and more of us look “screenward,” it is crucial to investigate these games for their vast potential as fine instruments of moral training. Anyone seeking a concise and well-reasoned introduction to the subject would do well to start with God in the Machine. By illuminating both where video game storytelling is now and where it currently butts up against certain inherent limitations, Liebovitz intriguingly implies how the field and, in turn, our experiences might continue to evolve and advance in the coming years.

[more]

The Hidden Game of Football
A Revolutionary Approach to the Game and Its Statistics
Bob Carroll, Pete Palmer, and John Thorn
University of Chicago Press, 2023
The 1988 cult classic behind football’s data analytics revolution, now back in print with a new foreword and preface.

Data analytics have revolutionized football. With play sheets informed by advanced statistical analysis, today’s coaches pass more, kick less, and go for more two-point or fourth-down conversions than ever before. In 1988, sportswriters Bob Carroll, Pete Palmer, and John Thorn proposed just this style of play in The Hidden Game of Football, but at the time baffled readers scoffed at such a heartless approach to the game. Football was the ultimate team sport and unlike baseball could not be reduced to pure probabilities. Nevertheless, the book developed a cult following among analysts who, inspired by its unorthodox methods, went on to develop the core metrics of football analytics used today: win probability, expected points, QBR, and more. With a new preface by Thorn and Palmer and a new foreword by Football Outsiders’s Aaron Schatz, The Hidden Game of Football remains an essential resource for armchair coaches, fantasy managers, and fans of all stripes.
[more]

In The Desert Of Desire
Las Vegas And The Culture Of Spectacle
William L. Fox
University of Nevada Press, 2007

Las Vegas, says William Fox, is a pay-as-you-play paradise that succeeds in satisfying our fantasies of wealth and the excesses of pleasure and consumption that go with it. In this context, Fox examines how Las Vegas’s culture of spectacle has obscured the boundaries between high art and entertainment extravaganza, nature and fantasy, for-profit and nonprofit enterprises. His purview ranges from casino art galleries—including Steve Wynn’s private collection and a branch of the famed Guggenheim Museum—to the underfunded Las Vegas Art Museum; from spectacular casino animal collections like those of magicians Siegfried and Roy and Mandalay Bay’s Shark Reef exhibit to the city’s lack of support for a viable public zoo; from the environmental and psychological impact of lavish water displays in the arid desert to the artistic ambiguities intrinsic to Las Vegas’s floating world of showgirls, lapdancers, and ballet divas. That Las Vegas represents one of the world’s most opulent displays of private material wealth in all its forms, while providing miserly funding for local public amenities like museums and zoos, is no accident, Fox maintains. Nor is it unintentional that the city’s most important collections of art and exotic fauna are presented in the context of casino entertainment, part of the feast of sensation and excitement that seduces millions of visitors each year. Instead, this phenomenon shows how our insatiable modern appetite for extravagance and spectacle has diminished the power of unembellished nature and the arts to teach and inspire us, and demonstrates the way our society privileges private benefit over public good. Given that Las Vegas has been a harbinger of national cultural trends, Fox’s commentary offers prescient insight into the increasing commercialization of nature and culture across America.

[more]

Internet Spaceships Are Serious Business
An EVE Online Reader
Marcus Carter
University of Minnesota Press, 2016

EVE Online is a socially complex, science-fiction-themed universe simulation and massively multiplayer online game (MMOG) first released in 2003. Notorious for its colossal battles and ruthless player culture, it has hundreds of thousands of players today. In this fascinating book, scholars, players, and EVE’s developer (CCP Games) examine the intricate world of EVEOnline--providing authentic accounts of lived experience within a game with more than a decade of history and millions of “real” dollars behind it.

Internet Spaceships Are Serious Business features contributions from outstanding EVE Online players, such as The Mittani, an infamous member of the game’s community, as well as academics from around the globe. They cover a wide range of subjects: the game’s technicalities and its difficulty; its projection of humanity’s future in space; the configuration of its unique, single-server game world; the global nature of warfare in its “nullsec” territory (and how EVE players have formed a global concept of time); stereotypes of Russian players; espionage play; in-game memorials to Vile Rat (aka U.S. State Department official Sean Smith, murdered in the 2012 Benghazi attack); its gendered playing experience; and CCP Games’ relationship with players; and its history and legacy.

Internet Spaceships Are Serious Business is a must for EVE Online players interested in a broad perspective on their all-consuming game. It is also accessible to scholars, game designers seeking to understand and replicate the successful aspects unique to EVE Online, and even those who have never played this notoriously complex game.

Contributors: William Sims Bainbridge, National Science Foundation; Chribba; Jedrzej Czarnota; Kjartan Pierre Emilsson; Dan Erdman; Rebecca Fraimow; Martin R. Gibbs, U of Melbourne; Catherine Goodfellow; Kathryn Gronsbell; Keith Harrison; Kristin MacDonough; Mantou (Zhang Yuzhou); Oskar Milik; The Mittani (Alexander Gianturco); Joji Mori; Richard Page; Christopher Paul, Seattle U; Erica Titkemeyer, U of North Carolina at Chapel Hill; Nick Webber, Birmingham City U.


[more]

Juggling the Middle Ages
A Medieval Coloring Book
Dumbarton Oaks, Trustees for Harvard University
Harvard University Press

Once upon a time, there lived in France a humble juggler, Barnaby by name, who was skillful but suffered every winter from poverty. A devotee of the Virgin, he had few failings apart from enjoying drink a little too much. One day he met a monk, who persuaded him to enter a monastery. There he felt miserable at his inability to show his devotion to the Virgin Mary as the other monks did. Then an idea came to him: he would perform before the Madonna! The monks caught him and were outraged or thought he was mad, but soon they saw the Virgin descend from the altar to soothe him. He may be simple, but his heartfelt offering of talent was appreciated. The moral? We do not need to be maestros or to have much money and master’s degrees. We all have something to give.

This simple story has medieval beginnings—a lovely poem often known as “Our Lady’s Tumbler” that dates to the 1230s. Many writers and artists have been inspired by it, and the line art in this coloring book was thoughtfully chosen and carefully prepared from books published a century or so ago. Enjoy the beauty of these illustrations as you add your own colors to the story!

[more]

Kill the Overseer!
The Gamification of Slave Resistance
Sarah Juliet Lauro
University of Minnesota Press, 2020

Explores the representation of slave revolt in video games—and the trouble with making history playable

Kill the Overseer! profiles and problematizes digital games that depict Atlantic slavery and “gamify” slave resistance. In videogames emphasizing plantation labor, the player may choose to commit small acts of resistance like tool-breaking or working slowly. Others dramatically stage the slave’s choice to flee enslavement and journey northward, and some depict outright violent revolt against the master and his apparatus. In this work, Sarah Juliet Lauro questions whether the reduction of a historical enslaved person to a digital commodity in games such as Mission US, Assassin’s Creed, and Freedom Cry ought to trouble us as a further commodification of slavery’s victims, or whether these interactive experiences offer an empowering commemoration of the history of slave resistance. 

Forerunners is a thought-in-process series of breakthrough digital works. Written between fresh ideas and finished books, Forerunners draws on scholarly work initiated in notable blogs, social media, conference plenaries, journal articles, and the synergy of academic exchange. This is gray literature publishing: where intense thinking, change, and speculation take place in scholarship.

[more]

Lara Croft
Cyber Heroine
Astrid Deuber-Mankowsky
University of Minnesota Press, 2005
Since the game Tomb Raider was first released in 1996, its protagonist Lara Croft has become an international celebrity. The virtual archaeologist-adventuress has been featured in various sequels to the original game, a line of action figures, two Hollywood films starring Angelina Jolie, forty comic books, a series of novels, and a variety of clothing, merchandise, and ephemera. She has appeared on the covers of Time and Newsweek, spawned innumerable Internet fan sites and a library of adulatory fan fiction, become a pornographic sex symbol, and even inspired a look-alike beauty pageant. Astrid Deuber-Mankowsky's groundbreaking study examines Lara Croft as a cyber heroine - a female body ubiquitously inhabited by game players, an icon of both female strength and male objectification, and the virtual future of fame. Despite Croft's prominence there have been few critical inquiries into her bridging of the boundary between virtual and real worlds or the extent to which she reflects and influences the image of women in digital media. First published in German and revised for this English-language edition, this book is an innovative analysis of the multimedia heroine, tracing the top-down marketing strategies and bottom-up frenzy that precipitated the Lara Croft phenomenon. For girls and women, Croft is a symbol of empowerment, a tough and self-assured riot grrl who has opened up the overwhelmingly masculinized world of computer gaming to female participants. At the same time, she personifies both heterosexual male fantasies and the twinned processes of globalization and cultural imperialism. Drawing on feminist and cultural studies, Deuber-Mankowsky sees Croft as symptomatic of the new media environment and its tendency to erase all qualitative difference, even sexual difference.
[more]

Laws of Chance
Brazil’s Clandestine Lottery and the Making of Urban Public Life
Amy Chazkel
Duke University Press, 2011
The lottery called the jogo do bicho, or “animal game,” originated as a raffle at a zoo in Rio de Janeiro in 1892. During the next decade, it became a cultural phenomenon all over Brazil, where it remains popular today. Laws of Chance chronicles the game’s early history, as booking agents, dealers, and players spread throughout Rio and the lottery was outlawed and driven underground. Analyzing the game’s popularity, its persistence despite bouts of state repression, and its sociocultural meanings, Amy Chazkel unearths a rich history of popular participation in urban public life in the decades after the abolition of slavery in 1888 and the establishment of the Brazilian republic in 1889. Contending that the jogo do bicho was a precursor to the massive informal economies that developed later in the twentieth century, she sheds new light on the roots of the informal trade that is central to daily life in urban Latin America. The jogo do bicho operated as a form of unlicensed petty commerce in the vast gray area between the legal and the illegal. Police records show that players and ticket sellers were often arrested but rarely prosecuted. Chazkel argues that the animal game developed in dialogue with the official judicial system. Ticket sellers, corrupt police, and lenient judges worked out a system of everyday justice that would characterize public life in Brazil throughout the twentieth century.
[more]

A Library Miscellany
Claire Cock-Starkey
Bodleian Library Publishing, 2018
What can be found in the Vatican’s Secret Archive? How many books did Charles Darwin’s library aboard the Beagle hold? Which library is home to a colony of bats?
            Bursting with potted histories, quirky facts, and enlightening lists, this book explores every aspect of the library, celebrating these remarkable institutions as well as the individuals behind their inspiring collections. From the ancient library at Alexandria to the Library of Congress in Washington DC, and from university libraries to those of humble villages, A Library Miscellany explores institutions both old and new. Opening the door to unusual collections such as herbaria, art libraries, magic libraries, and even the “library of smells,” this book also charts the difficulties of cataloging books deemed to be subversive, heretical, libelous, or obscene.
            Packed with unusual facts and statistics, this is the perfect gift for library enthusiasts, bibliophiles, collectors, and readers everywhere.
[more]

License To Steal
Nevada's Gaming Control System in the Megaresort Age
Jeff Burbank
University of Nevada Press, 2023

These seven precedent-setting case studies taken from the files of the Nevada Gaming Control Board and Commission illustrate vital issues addressed in the first decade of Las Vegas' megaresorts.

[more]

License To Steal
Nevada'S Gaming Control System In The Megaresort Age
Jeff Burbank
University of Nevada Press, 2005
These seven precedent-setting case studies taken from the files of the Nevada Gaming Control Board and Commission illustrate vital issues addressed in the first decade of Las Vegas' megaresorts.
[more]

M is for Monster
Sherry M. Lindquist
Arizona Center for Medieval and Renaissance Studies, 2000

Macau and the Casino Complex
Stefan Al
University of Nevada Press, 2018
Special Award of the Jury Winner — 2018 Gourmand World Cookbook Awards 

In only a decade, Macau has exploded from a sleepy backwater to the world’s casino capital. It was bound to happen. Macau, a former Portuguese colony that became a special administrative region within the People’s Republic of China in 1999, was the only place in China where gambling was legal. With a consumer base of 1.3 billion mainland Chinese deprived of casino gambling, and the world’s largest growing consumer class, international corporations rushed in to enter the games. As a result, the casino influx has permanently transformed the Macau peninsula: its ocean reclaimed, hillside excavated, roads congested, air polluted, and glimmering hotel towers tossed into the skyline, dwarfing the 19th century church towers.
 
Essays by a number of experts give a deeper insight on topics ranging from the myth of the Chinese gambler, the role of feng shui in casino design, the city’s struggle with heritage conservation, the politics of land reclamation, and the effect of the casino industry on the public realm. Drawings and photographs in vivid color visualize Macau’s patchwork of distinct urban enclaves: from downtown casinos, their neon-blasting storefronts eclipsing adjacent homes and schools, to the palatial complexes along a new highway, a Las Vegas-style strip. They also reveal how developers go to great lengths to impress the gambler with gimmicks such as fluorescent lighting, botanic gardens, feng shui dragon statues, cast members’ costumes, Chinese art imitations, and crystal chandelier-decked elevators. It is a book that helps readers grasp the complex process of the development of the casino industry and its overall impact on the social and architectural fabric of the first and last colonial enclave in China.
[more]

The Medium of the Video Game
Edited by Mark J. P. Wolf
University of Texas Press, 2002
Over a mere three decades, the video game has become the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.
[more]

Metagaming
Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames
Stephanie Boluk
University of Minnesota Press, 2017

The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play.

Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art.

One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.

[more]

The Military-Entertainment Complex
Tim Lenoir and Luke Caldwell
Harvard University Press, 2018

With the rise of drones and computer-controlled weapons, the line between war and video games continues to blur. In this book, the authors trace how the realities of war are deeply inflected by their representation in popular entertainment. War games and other media, in turn, feature an increasing number of weapons, tactics, and threat scenarios from the War on Terror.

While past analyses have emphasized top-down circulation of pro-military ideologies through government public relations efforts and a cooperative media industry, The Military-Entertainment Complex argues for a nonlinear relationship, defined largely by market and institutional pressures. Tim Lenoir and Luke Caldwell explore the history of the early days of the video game industry, when personnel and expertise flowed from military contractors to game companies; to a middle period when the military drew on the booming game industry to train troops; to a present in which media corporations and the military influence one another cyclically to predict the future of warfare.

In addition to obvious military-entertainment titles like America’s Army, Lenoir and Caldwell investigate the rise of best-selling franchise games such as Call of Duty, Battlefield, Medal of Honor, and Ghost Recon. The narratives and aesthetics of these video games permeate other media, including films and television programs. This commodification and marketing of the future of combat has shaped the public’s imagination of war in the post-9/11 era and naturalized the U.S. Pentagon’s vision of a new way of war.

[more]

Minor Platforms in Videogame History
Benjamin Nicoll
Amsterdam University Press, 2019
Videogame history is not just a history of one successful technology replacing the next. It is also a history of platforms and communities that never quite made it; that struggled to make their voices heard; that aggravated against the conventions of the day; and that never enjoyed the commercial success or recognition of their major counterparts. In *Minor Platforms in Videogame History*, Benjamin Nicoll argues that 'minor' videogame histories are anything but insignificant. Through an analysis of transitional, decolonial, imaginary, residual, and minor videogame platforms, Nicoll highlights moments of difference and discontinuity in videogame history. From the domestication of vector graphics in the early years of videogame consoles to the 'cloning' of Japanese computer games in South Korea in the 1980s, this book explores case studies that challenge taken-for-granted approaches to videogames, platforms, and their histories.
[more]

Mondo Nano
Fun and Games in the World of Digital Matter
Colin Milburn
Duke University Press, 2015
In Mondo Nano Colin Milburn takes his readers on a playful expedition through the emerging landscape of nanotechnology, offering a light-hearted yet critical account of our high-tech world of fun and games. This expedition ventures into discussions of the first nanocars, the popular video games Second Life, Crysis, and BioShock, international nanosoccer tournaments, and utopian nano cities. Along the way, Milburn shows how the methods, dispositions, and goals of nanotechnology research converge with video game culture. With an emphasis on play, scientists and gamers alike are building a new world atom by atom, transforming scientific speculations and video game fantasies into reality. Milburn suggests that the closing of the gap between bits and atoms entices scientists, geeks, and gamers to dream of a completely programmable future. Welcome to the wild world of Mondo Nano.
[more]

Mortal Kombat
Games of Death
David Church
University of Michigan Press, 2022
Upon its premiere in 1992, Midway’s Mortal Kombat spawned an enormously influential series of fighting games, notorious for their violent “fatality” moves performed by photorealistic characters. Targeted by lawmakers and moral reformers, the series directly inspired the creation of an industrywide rating system for video games and became a referendum on the wide popularity of 16-bit home consoles. Along the way, it became one of the world’s most iconic fighting games, and formed a transmedia franchise that continues to this day.

This book traces Mortal Kombat’s history as an American product inspired by both Japanese video games and Chinese martial-arts cinema, its successes and struggles in adapting to new market trends, and the ongoing influence of its secret-strewn narrative world. After outlining the specific elements of gameplay that differentiated Mortal Kombat from its competitors in the coin-op market, David Church examines the various martial-arts films that inspired its Orientalist imagery, helping explain its stereotypical uses of race and gender. He also posits the games as a cultural landmark from a moment when public policy attempted to intervene in both the remediation of cinematic aesthetics within interactive digital games and in the transition of public gaming spaces into the domestic sphere. Finally, the book explores how the franchise attempted to conquer other forms of media in the 1990s, lost ground to a new generation of 3D games in the 2000s, and has successfully rebooted itself in the 2010s to reclaim its legacy.
[more]

A Museum Miscellany
Claire Cock-Starkey
Bodleian Library Publishing, 2019
Which are the oldest museums in the world? What is a cabinet of curiosity? What is on the FBI’s list of stolen art?

A Museum Miscellany celebrates the intriguing world of galleries and museums, from national institutions such as the Louvre, the British Museum, and the Metropolitan Museum of Art to niche collections such as the Lawnmower Museum and the Museum of Barbed Wire. Here you will find a cornucopia of museum-related facts, statistics, and lists, covering everything from museum ghosts, dangerous museum objects, and conservation beetles to treasure troves, museum heists and the Museum of London’s fatberg.

Bursting with quirky facts, intriguing statistics, and legendary curators, this book is the perfect gift for museum aficionados and collectors alike. 
 
[more]

My Life as a Night Elf Priest
An Anthropological Account of World of Warcraft
Bonnie A. Nardi
University of Michigan Press, 2010

"Ever since the creators of the animated television show South Park turned their lovingly sardonic gaze on the massively multiplayer online game World of Warcraft for an entire episode, WoW's status as an icon of digital culture has been secure. My Life as a Night Elf Priest digs deep beneath the surface of that icon to explore the rich particulars of the World of Warcraft player's experience."
—Julian Dibbell, Wired

"World of Warcraft is the best representative of a significant new technology, art form, and sector of society: the theme-oriented virtual world. Bonnie Nardi's pioneering transnational ethnography explores this game both sensitively and systematically using the methods of cultural anthropology and aesthetics with intensive personal experience as a guild member, media teacher, and magical quest Elf."

—William Sims Bainbridge, author of The Warcraft Civilization and editor of Online Worlds
 
“Nardi skillfully covers all of the hot button issues that come to mind when people think of video games like World of Warcraft such as game addiction, sexism, and violence. What gives this book its value are its unexpected gems of rare and beautifully detailed research on less sensationalized topics of interest such as the World of Warcraft player community in China, game modding, the increasingly blurred line between play and work, and the rich and fascinating lives of players and player cultures.  Nardi brings World of Warcraft down to earth for non-players and ties it to social and cultural theory for scholars.  . . . the best ethnography of a single virtual world produced so far.”
—Lisa Nakamura, University of Illinois

World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants.

In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes.

Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer.

Bonnie A. Nardi is an anthropologist by training and a professor in the Department of Informatics in the Donald Bren School of Information and Computer Sciences at the University of California, Irvine. Her research focus is the social implications of digital technologies. She is the author of A Small Matter of Programming: Perspectives on End User Computing and the coauthor of Information Ecologies: Using Technology with Heart and Acting with Technology: Activity Theory and Interaction Design.

Cover art by Jessica Damsky

[more]

Myst and Riven
The World of the D'ni
Mark J.P. Wolf
University of Michigan Press, 2011

“Myst and Riven is well-written, interesting, on-topic, insightful, and a real pleasure to read.”
—Edward Castronova, Indiana University

Video games have become a major cultural force, and within their history, Myst and its sequel Riven stand out as influential examples. Myst and Riven: The World of the D’ni is a close analysis of two of the most popular and significant video games in the history of the genre, investigating in detail their design, their functionality, and the gameplay experience they provide players. While scholarly close analysis has been applied to films for some time now, it has only rarely been applied at this level to video games. Mark J. P. Wolf uses elements such as graphics and sound, the games’ mood and atmosphere and how they are generated, the geography and design of the digital worlds, and the narrative structures of the games to examine their appeal to both critical and general audiences, their legacy, and what made them great.

Myst and Riven is the inaugural book in the Landmark Video Games series, edited by Mark J. P. Wolf and Bernard Perron, which is the first series to examine individual video games of historical significance.

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Nature's Portraits
A Coloring Book of Scales, Tails, Furs, and Wings
Peggy Macnamara
University of Chicago Press, 2016
When it comes to color, nothing can surpass the vast palette found in nature, from a bright green leaf in a sun-dappled forest to the rich red feathers of a cardinal and the muted greens, ambers, and browns that make up the shell of a tortoise. Wildlife artist Peggy Macnamara has been recreating the natural world through her drawings and paintings for decades, and, with Nature’s Portraits, she invites the rest of the world to join her.

Nature’s Portraits offers sixty of Macnamara’s detailed drawings that can be brought brilliantly to life with nothing more than a few colored pencils or crayons and a sense of wonder about the world around us. Many of the drawings depict animals as they might appear in their natural habitats—like a tree frog, a dashing, playful fox, a snowy owl poised for flight, a sauntering jaguar, and a watchful herd of giraffe. These wild furry and feathered friends are joined by animals found in museums, including Sue, the Field Museum’s resident Tyrannosaurus rex. Each illustration is captioned with a brief scientific description of the species pictured.

Combining inspiration from natural history with a calming, creative activity, Nature’s Portraits encourages us to take a closer look at what we miss when we don’t take the time to stop and look with deep appreciation at the bounty of the natural world around us.
 
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New Perspectives on Games and Interaction
Edited by Krzysztof Apt and Robert van Rooij
Amsterdam University Press, 2008

In 2007 at the Dutch Royal Academy of Sciences in Amsterdam, a colloquium on new perspectives on games and interaction brought together researchers on games in logic, computer science, linguistics, and economics in order to clarify their uses of game theory and identify promising new directions for the field. This volume is a collection of papers presented at the colloquium, and it testifies to the growing importance of game theory as a tool that can capture concepts of strategy, interaction, argumentation, communication, and cooperation amid the disciplines.

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The New Politics of Indian Gaming
The Rise of Reservation Interest Groups
Kenneth N. Hansen
University of Nevada Press, 2015
The advent of gaming on Indian reservations has created a new kind of tribal politics over the past three decades. Now armed with often substantial financial resources, Indigenous peoples have adjusted their political strategies from a focus on the judicial system and the Bureau of Indian Affairs (BIA) to one that directly lobbies state and federal governments and non-Indigenous voters. These tactics allow tribes to play an influential role in shaping state and national policies that affect their particular interests. Using case studies of major Indian gaming states, the contributing authors analyze the interplay of tribal governance, state politics, and federalism, and illustrate the emergence of reservation governments as political power brokers.
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New York’s Promise
Why Sponsoring Casinos Is a Regressive Policy Unworthy of a Great State
David Blankenhorn
American Philanthropic, 2013

North American Birds
A Coloring Book
Dana Gardner
University of Iowa Press, 2017
There are many field guides to birds of the United States. Refer to one if you want to know which colors go exactly where on these thirty-three precisely drawn illustrations. Or create your own fantastic ornithological kingdom by using the brightest shades and patterns you can imagine. It’s almost impossible to improve upon the natural colors of the abstract-art-themed wood duck or the well-named painted bunting, but there’s no reason not to give the American robin a makeover.

The birds are arranged in order of their evolutionary history so that you can see the relationships among species and families. Some of them, like the northern cardinal, are familiar backyard friends; some, like the mountain quail and American bittern, are wary denizens of brushlands and marshes; and some, like the great horned owl, are seldom seen in daylight. One, unfortunately, is extinct—the bright and raucous Carolina parakeet, which once ranged widely in huge noisy flocks. All are waiting for you to bring them to life with your own vibrant colors. 
 
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Perspectives on the European Videogame
Víctor Navarro-Remesal
Amsterdam University Press, 2022
The history of European videogames has been so far overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and prominent videogames in popular culture, such as Grand Theft Auto, Tomb Raider and Alone in the Dark were made in Europe. This book proposes an exploration of European videogames, including both analyses of transnational aspects of European production and close readings of national specificities. It offers a kaleidoscope of European videogame culture, focusing on the analysis of European works and creators but also addressing contextual aspects and placing videogames within a wider sociocultural and philosophical ground. The aim of this collective work is to contribute to the creation of a, so far, almost non-existent yet necessary academic endeavour: a story of the works, authors, styles and cultures of the European videogame.
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Pikachu's Global Adventure
The Rise and Fall of Pokemon
Joseph Tobin, ed.
Duke University Press, 2004
Initially developed in Japan by Nintendo as a computer game, Pokémon swept the globe in the late 1990s. Based on a narrative in which a group of children capture, train, and do battle with over a hundred imaginary creatures, Pokémon quickly diversified into an array of popular products including comic books, a TV show, movies, trading cards, stickers, toys, and clothing. Pokémon eventually became the top grossing children's product of all time. Yet the phenomenon fizzled as quickly as it had ignited. By 2002, the Pokémon craze was mostly over. Pikachu’s Global Adventure describes the spectacular, complex, and unpredictable rise and fall of Pokémon in countries around the world.

In analyzing the popularity of Pokémon, this innovative volume addresses core debates about the globalization of popular culture and about children’s consumption of mass-produced culture. Topics explored include the origins of Pokémon in Japan’s valorization of cuteness and traditions of insect collecting and anime; the efforts of Japanese producers and American marketers to localize it for foreign markets by muting its sex, violence, moral ambiguity, and general feeling of Japaneseness; debates about children’s vulnerability versus agency as consumers; and the contentious question of Pokémon’s educational value and place in school. The contributors include teachers as well as scholars from the fields of anthropology, media studies, sociology, and education. Tracking the reception of Pokémon in Japan, the United States, Great Britain, France, and Israel, they emphasize its significance as the first Japanese cultural product to enjoy substantial worldwide success and challenge western dominance in the global production and circulation of cultural goods.

Contributors. Anne Allison, Linda-Renée Bloch, Helen Bromley, Gilles Brougere, David Buckingham, Koichi Iwabuchi, Hirofumi Katsuno, Dafna Lemish, Jeffrey Maret, Julian Sefton-Green, Joseph Tobin, Samuel Tobin, Rebekah Willet, Christine Yano

[more]

Play Redux
The Form of Computer Games
David Myers
University of Michigan Press, 2010
A new look at digital gaming and the aesthetics of play
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Players and Pawns
How Chess Builds Community and Culture
Gary Alan Fine
University of Chicago Press, 2015
A chess match seems as solitary an endeavor as there is in sports: two minds, on their own, in fierce opposition. In contrast, Gary Alan Fine argues that chess is a social duet: two players in silent dialogue who always take each other into account in their play. Surrounding that one-on-one contest is a community life that can be nearly as dramatic and intense as the across-the-board confrontation. Fine has spent years immersed in the communities of amateur and professional chess players, and with Players and Pawns he takes readers deep inside them, revealing a complex, brilliant, feisty world of commitment and conflict. Within their community, chess players find both support and challenges, all amid a shared interest in and love of the long-standing traditions of the game, traditions that help chess players build a communal identity. 
Full of idiosyncratic characters and dramatic gameplay, Players and Pawns is a celebration of the fascinating world of serious chess.
[more]

The Players
The Men Who Made Las Vegas
Jack Sheehan
University of Nevada Press, 1997
Las Vegas was largely shaped by a handful of colorful and astute casino operators who turned a dusty desert town into the gaudy, booming holiday mecca that it is today. The essays in this book introduce us to these players. We discover how early leaders like Cliff Jones, Moe Dalitz, and Benny Binion first grasped Las Vegas’s potential as a center for high-stakes gambling, and we read of mobster Bugsy Siegel’s efforts to bring to reality another man’s dream of a glamorous resort-casino on a then-remote site at the edge of town. Other visionaries like Jay Sarno, Sam Boyd, and Jackie Gaughan helped turn casinos into the islands of fantasy, replete with lavish entertainment spectacles. The arrival of eccentric billionaire Howard Hughes introduced a new style of corporate management --one carried on by Kirk Kerkorian and Steve Wynn to an industry previously led by independent entrepreneurs and their families. In preparing their essays, the authors consulted a wide range of sources and conducted interviews with many of the surviving players and their families and associates. The result is an engaging, highly informative account of a city’s growth through the visions, energies, and decisions of some remarkable gambler-businessmen.
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Playing at Narratology
Digital Media as Narrative Theory
Daniel Punday
The Ohio State University Press, 2019
In Playing at Narratology Daniel Punday bridges the worlds of digital media studies and narrative studies by arguing that digital media allows us to see unresolved tensions, ambiguities, and gaps in core narrative concepts. Rather than developing new terms to account for web-based storytelling, Punday uses established narrative forms to better understand how digital media exposes faulty gaps in narrative theory. Punday’s Playing at Narratology shows that artists, video game developers, and narrative theorists are ultimately playing the same game.
 
Returning to terms such as narrator, setting, event, character, and world, Playing at Narratology reveals new ways of thinking about these basic narrative concepts—concepts that are not so basic when applied to games and web-based narratives. What are thought of as narrative innovations in these digital forms are a product of technological ability and tied to how we physically interact with a medium, creating new and complicated questions: Is the game designer the implied author or the narrator? Is the space on the screen simply the story’s setting? Playing at Narratology guides us through the evolution of narrative in new media without abandoning the field’s theoretical foundations.
 
[more]

Playing Nature
Ecology in Video Games
Alenda Y. Chang
University of Minnesota Press, 2019

A potent new book examines the overlap between our ecological crisis and video games
 

Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap.

Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work.

Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures—not all of them dystopian.

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Playing with Feelings
Video Games and Affect
Aubrey Anable
University of Minnesota Press, 2018

How gaming intersects with systems like history, bodies, and code

Why do we so compulsively play video games? Might it have something to do with how gaming affects our emotions? In Playing with Feelings, scholar Aubrey Anable applies affect theory to game studies, arguing that video games let us “rehearse” feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than thinking about video games as an escape from reality, Anable demonstrates how video games—their narratives, aesthetics, and histories—have been intimately tied to our emotional landscape since the emergence of digital computers.

Looking at a wide variety of video games—including mobile games, indie games, art games, and games that have been traditionally neglected by academia—Anable expands our understanding of the ways in which these games and game studies can participate in feminist and queer interventions in digital media culture. She gives a new account of the touchscreen and intimacy with our mobile devices, asking what it means to touch and be touched by a game. She also examines how games played casually throughout the day create meaningful interludes that give us new ways of relating to work in our lives. And Anable reflects on how games allow us to feel differently about what it means to fail.

Playing with Feelings offers provocative arguments for why video games should be seen as the most significant art form of the twenty-first century and gives the humanities passionate, incisive, and daring arguments for why games matter.

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Poker
The Parody of Capitalism
Ole Bjerg
University of Michigan Press, 2011

Poker is an extraordinary worldwide phenomenon with major social, cultural, and political implications, and Poker: The Parody of Capitalism investigates the game of poker as a cultural expression of significance not unlike art, literature, film, or music. Tracing the history of poker and comparing the evolution of the game to the development of capitalism, Ole Bjerg complicates prevalent notions of “casino capitalism” and correspondingly facile and simplistic comparisons of late capitalism and poker. By employing Slavoj Žižek’s threefold distinction between imaginary-symbolic-real as a philosophical framework to analyze poker and to understand the basic strategies of the game, Bjerg explores the structural characteristics of poker in relation to other games, making a clear distinction between poker and other gambling games of pure chance such as roulette and craps. With its combination of social theory and empirical research, Poker offers an engaging exploration of a cultural trend.

"Poker is a theoretically sophisticated, highly original and innovative treatment of a contemporary social phenomenon, and contributes greatly to our understanding of the nature of contemporary capitalism."
—Charles Livingstone, Monash University Australia

[more]

The Pop Theology of Videogames
Producing and Playing with Religion
Lars de Wildt
Amsterdam University Press, 2023
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 Wildt interviews developers and players of games such as Assassin’s Creed to find out how and why the Pop Theology of Videogames is so appealing to modern audiences. Based on extensive fieldwork, this book argues that developers of videogames and their players engage in a ‘Pop Theology’ through which laymen reconsider traditional questions of religion by playing with them. Games allow us to play with religious questions and identities in the same way that children play at being a soldier, or choose to ‘play house.’ This requires a radical rethinking of religious questions as no longer just questions of belief or disbelief; but as truths to be tried on, compared, and discarded at will.
[more]

The Powwow Coloring and Activity Book
Ojibwe Traditions Coloring Book Series
Cassie Brown
Wisconsin Historical Society Press, 2018
This series offers children and their families the opportunity to learn about Ojibwe lifeways and teachings in an engaging and accessible manner. Included in each coloring book are word scrambles, mazes, and other activities to help children and their families engage more deeply with the information and have fun at the same time. While younger children (3+) can enjoy simply coloring the images, older children (6+) can also use the stories and glossaries to start learning more about the language and traditions of the Ojibwe people. The four books in this series focus on different aspects of Ojibwe life and traditions, from the powwow to wild ricing.
[more]

Productive Fandom
Intermediality and Affective Reception in Fan Cultures
Nicolle Lamerichs
Amsterdam University Press, 2018
To dismantle negative stereotypes of fans, this book offers a media ethnography of the digital culture, conventions, and urban spacesassociated with fandoms, arguing that fandom is an area of productive, creative, and subversive value. By examining the fandoms ofSherlock, Glee, Firefly, and other popular television-based franchises, the author appeals to fans and scholars alike in her empirically grounded methodology and insightful analysis of production hierarchies, gender, sexuality, play, and affect.
[more]

Queer Game Studies
Bonnie Ruberg
University of Minnesota Press, 2017

Video games have developed into a rich, growing field at many top universities, but they have rarely been considered from a queer perspective. Immersion in new worlds, video games seem to offer the perfect opportunity to explore the alterity that queer culture longs for, but often sexism and discrimination in gamer culture steal the spotlight. Queer Game Studies provides a welcome corrective, revealing the capacious albeit underappreciated communities that are making, playing, and studying queer games.

These in-depth, diverse, and accessible essays use queerness to challenge the ideas that have dominated gaming discussions. Demonstrating the centrality of LGBTQ issues to the gamer world, they establish an alternative lens for examining this increasingly important culture. Queer Game Studies covers important subjects such as the representation of queer bodies, the casual misogyny prevalent in video games, the need for greater diversity in gamer culture, and reading popular games like Bayonetta, Mass Effect, and Metal Gear Solid from a queer perspective. 

Perfect for both everyday readers and instructors looking to add diversity to their courses, Queer Game Studies is the ideal introduction to the vast and vibrant realm of queer gaming. 

Contributors: Leigh Alexander; Gregory L. Bagnall, U of Rhode Island; Hanna Brady; Mattie Brice; Derek Burrill, U of California, Riverside; Edmond Y. Chang, U of Oregon; Naomi M. Clark; Katherine Cross, CUNY; Kim d’Amazing, Royal Melbourne Institute of Technology; Aubrey Gabel, U of California, Berkeley; Christopher Goetz, U of Iowa; Jack Halberstam, U of Southern California; Todd Harper, U of Baltimore; Larissa Hjorth, Royal Melbourne Institute of Technology; Chelsea Howe; Jesper Juul, Royal Danish Academy of Fine Arts; merritt kopas; Colleen Macklin, Parsons School of Design; Amanda Phillips, Georgetown U; Gabriela T. Richard, Pennsylvania State U; Toni Rocca; Sarah Schoemann, Georgia Institute of Technology; Kathryn Bond Stockton, U of Utah; Zoya Street, U of Lancaster; Peter Wonica; Robert Yang, Parsons School of Design; Jordan Youngblood, Eastern Connecticut State U.

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The Queer Games Avant-Garde
How LGBTQ Game Makers Are Reimagining the Medium of Video Games
Bonnie Ruberg
Duke University Press, 2020
In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve “diversity” in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrait of an influential community that is subverting and redefining the medium of video games by placing queerness front and center.

Interviewees:
Ryan Rose Aceae, Avery Alder, Jimmy Andrews, Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert Yang
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Ready Player Two
Women Gamers and Designed Identity
Shira Chess
University of Minnesota Press, 2017

Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. 

In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure.

Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.

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Resort City In The Sunbelt, Second Edition
Las Vegas, 1930-2000
Eugene P. Moehring
University of Nevada Press, 2000
            Resort City in the Sunbelt is a non-sensationalistic, scholarly account of Las Vegas from the building of the Hoover Dam to the construction of the MGM Grand Hotel. Historian Eugene Moehring provides a balanced view of the city’s urban development. Although a unique city in many ways, Las Vegas has displayed characteristics common to other sunbelt cities across the western United States—including underfunded social services, low-density urbanization with a heavy reliance upon automobiles, a sluggish response to problems within minority communities, a preference for efficient, business-like government, and a mania for low taxes. The gaming and resort aspects are fully considered, but Moehring emphasizes the city as part of the continually expanding sunbelt.
            From this important study, historians will conclude that, despite some of its unusual traits, Las Vegas is much like other western cities and therefore deserves recognition as one of the fastest-growing centers in postwar America.
In a new and expanded epilogue to this edition, Moehring looks at the major events of the three decades leading up to 2000 and their underpinnings.
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Respawn
Gamers, Hackers, and Technogenic Life
Colin Milburn
Duke University Press, 2018
In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.
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The Rise Of The Biggest Little City
An Encyclopedic History Of Reno Gaming, 1931-1981
Dwayne Kling
University of Nevada Press, 2010

The history of Reno during the first half century is to a great degree the history of Reno’s gaming industry. Between 1931 and 1981, the economy, skyline, and lifestyle of “the Biggest Little City in the World” were strongly influenced by the city’s casinos and the people who created and operated them. In The Rise of the Biggest Little City, longtime Reno gaming executive Dwayne Kling records the fruits of his fourteen years of research into the history of Reno’s casinos, from the backroom (and often illegal) dives of the industry’s beginnings to the elegant casino-hotels of today. Arranged in encyclopedic form with historic photographs (many never before published), the book offers the stories of such famous establishments as Harolds Club, the Cal-Neva, the Sands, and Harrah’s, as well as defunct clubs like the Cedars, the Silver Spur, and the Bank Club. We also find the stories of the men and women who created Reno’s gaming industry—such as James McKay and Bill Graham, who came from the rough-and-tumble saloons of boom-town Tonopah and developed a chain of illegal gambling clubs and brothels into Reno’s first major casino, the Bank Club; the Smith family—Raymond I. “Pappy,” Harold Sr., Raymond A., and Harold Jr.—whose Harolds Club was a prime downtown attraction for over fifty years and brought Reno national fame as a destination for fun and gambling; Bill Bailey, an African-American whose Harlem Club—one of the first integrated casinos in Reno—attracted such show-business luminaries as Louis Armstrong and Pearl Bailey (his cousin) for late-night jam sessions; William Harrah, who parleyed a string of small bingo parlors into a major gaming empire; and Jack Douglass, a slot-route operator in the early days of legal gaming who became a major figure in Reno’s modern casino industry. There are more. Kling records the stories of hundreds of gaming establishments, most of them long forgotten, stretching geographically from the Mount Rose Highway to the north end of town, from Verdi to Sparks; and of dozens of men and women who shaped the industry, for better and for worse. We learn from that Reno was the true pioneer of the gambling industry. It was here that big-name entertainment was first offered in a casino setting; that elegant hotel rooms and fine dining were first offered as amenities of the casino experience; that a casino corporation first traded its stock on the New York Stock Exchange; that ethnic minorities first owned and operated casinos, and first integrated them. The Rise of the Biggest Little City will engage readers with its authoritative account of the rise of modern Reno and of the colorful history that lies beneath today’s neon and glitz.

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Seniors in Casino Land
Tough Luck for Older Americans
Amy Ziettlow
American Philanthropic, 2014
In 2012, over 50 percent of those patronizing a casino were over 50 years of age. Have casinos become today's senior center? Come with Amy Ziettlow as she travels through America's casinos, eating at the buffets, playing the slots, and talking to as many seniors as she can. A stark picture emerges.

Now that the goverment is the biggest sponsor of casino gaming, all of us--even those who never visit casinos--have to ask: Are we turning a blind eye to a government-sponsored predator that creates false community, drains personal finances, and undermines dignity for those most vulnerable among us? Read this first-hand report from the glitzy, senior-filled trenches of "Casino Land."
[more]

Shared Fantasy
Role Playing Games as Social Worlds
Gary Alan Fine
University of Chicago Press, 1983
This classic study still provides one of the most acute descriptions available of an often misunderstood subculture: that of fantasy role playing games like Dungeons & Dragons. Gary Alan Fine immerses himself in several different gaming systems, offering insightful details on the nature of the games and the patterns of interaction among players—as well as their reasons for playing.
[more]

Silent Hill
The Terror Engine
Bernard Perron
University of Michigan Press, 2012

Silent Hill: The Terror Engine, the second of the two inaugural studies in the Landmark Video Games series from series editors Mark J. P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.

[more]

Simulating Good and Evil
The Morality and Politics of Videogames
Marcus Schulzke
Rutgers University Press, 2020
Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Decades of research purporting to show that videogames are immoral has failed to produce convincing evidence of this. However, games are morally important because they simulate decisions that would have moral weight if they were set in the real world. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without taking any actions that would themselves be subject to moral evaluation. Some videogame content may be upsetting or offensive, but mere offense does not necessarily indicate a moral problem. Upsetting content is best understood by applying existing theories for evaluating political ideologies and offensive speech.
 
[more]

Stacked Deck
Inside the Politics of New York's Dishonest Casino Plan
Paul Davies
American Philanthropic, 2013

The Storytelling Coloring Book
Ojibwe Traditions Coloring Book Series
Cassie Brown
Wisconsin Historical Society Press, 2018
This series offers children and their families the opportunity to learn about Ojibwe lifeways and teachings in an engaging and accessible manner. Included in each coloring book are word scrambles, mazes, and other activities to help children and their families engage more deeply with the information and have fun at the same time. While younger children (3+) can enjoy simply coloring the images, older children (6+) can also use the stories and glossaries to start learning more about the language and traditions of the Ojibwe people. The four books in this series focus on different aspects of Ojibwe life and traditions, from the powwow to wild ricing.
[more]

The Sugarbush Coloring Book
Ojibwe Traditions Coloring Book Series
Cassie Brown
Wisconsin Historical Society Press, 2018
This series offers children and their families the opportunity to learn about Ojibwe lifeways and teachings in an engaging and accessible manner. Included in each coloring book are word scrambles, mazes, and other activities to help children and their families engage more deeply with the information and have fun at the same time. While younger children (3+) can enjoy simply coloring the images, older children (6+) can also use the stories and glossaries to start learning more about the language and traditions of the Ojibwe people. The four books in this series focus on different aspects of Ojibwe life and traditions, from the powwow to wild ricing.
[more]

This Gaming Life
Travels in Three Cities
Jim Rossignol
University of Michigan Press, 2009

"In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a video game.

It was the best thing that ever happened to me.”

So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist.

Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives.

Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.

“We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.”
—Chris Baker, Wired

“This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.”
—Raph Koster, game designer and author of A Theory of Fun for Game Design

“Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’”
—Joshua Davis, author of The Underdog

“This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.”
—John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Invention

digitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.

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Transnational Play
Piracy, Urban Art, and Mobile Games
Anne-Marie Schleiner
Amsterdam University Press, 2020
Transnational Play makes a case for approaching gameplay as a global industry and set of practices that also includes diverse participation from players and developers located within the global South, in nations outside of the First World. Such participation includes gameplay in cafes, games for regional and global causes like environmentalism, piracy and cheats, localization, urban playful art in Latin America, and the development of culturally unique mobile games. This book offers a reorientation of perspective on global play, while still acknowledging geographically distributed socioeconomic, racial, gender, and other inequities. Over the course of the inquiry, which includes a chapter dedicated to the cartography of the mobile augmented reality game Pokémon Go, the author develops a theoretical line of argument critically informed by gender studies and intersectionality, post-colonialism, geopolitics, and game studies. This book looks at who develops, localizes, and consumes games, problematizing play as a diverse and contested transnational domain.
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The Unexpected Hanging and Other Mathematical Diversions
Martin Gardner
University of Chicago Press, 1991
Seasoned with Gardner's interest in the history and philosophy of science, this delightful book is a treasure-trove of puzzles, anecdotes, games, and logical theory. These intriguing problems, collected from Gardner's Scientific American columns, involve knots, interlocking rings, rotations and reflections, logical paradox, two-dimensional universes, chess strategies, and gambling odds.

"Gardner conjures problems that are both profound and silly; exquisite truths and outrageous absurdities; paradoxes, anagrams, palindromes and party tricks. . . . He knows, better than most, how many amazing true things there are in the world."—Newsweek
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The Viking Coloring Book
Dayanna Knight
Arizona Center for Medieval and Renaissance Studies, 2017

What do you think of when you think of the Vikings? Fierce warriors? Sailors of magnificent dragon-prowed ships who terrorized North-Western Europe? Do you think of darkened halls thick with smoke and song?

Like all people those researchers now consider to be Viking were much more complex than the modern world sees them as. This coloring book is meant to show that. It is designed to provide scenes of the beauty of the early medieval world the Vikings inhabited. It is in this context that Viking cultures developed. You will find artifacts and animals, plants and landscapes within these pages to explore. Species that held some use to the Vikings, such as those that provided fur in particular have been focused on. Reconstructed scenes are inspired by the diverse world experienced in the north. There are no horned helmets here. The real Vikings were much more practical than that.

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Welcome to Dragon Talk
Inspiring Conversations about Dungeons & Dragons and the People Who Love to Play It
Shelly Mazzanoble
University of Iowa Press, 2022
If it seems like everyone you know is playing Dungeons & Dragons, it’s because they are! After nearly five decades, the iconic roleplaying game is more popular than ever. Famous Hollywood actors and directors, therapists, educators, politicians, kids, parents, and grandparents all count themselves as fans. In Welcome to Dragon Talk, hosts of the official D&D podcast Shelly Mazzanoble and Greg Tito and their surprising guests show how this beloved pastime has amassed a diverse, tight-knit following of players who defy stereotypes. 
 
Shelly and Greg recount some of their most inspiring interviews and illuminate how their guests use the core tenets of the game in everyday life. An A-list actor defends D&D by baring his soul (and his muscles) on social media. A teacher in a disadvantaged district in Houston creates a D&D club that motivates students to want to read and think analytically. A writer and live-streamer demonstrates how D&D–inspired communication breaks barriers and empowers people of color. Readers will see why Dungeons & Dragons has remained such a pop culture phenomenon and how it has given this disparate and growing community the inspiration to flourish and spread some in-game magic into the real world.

 
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What Is Your Quest?
From Adventure Games to Interactive Books
Anastasia Salter
University of Iowa Press, 2014
What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play.

One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community.

The interactions between storytellers and readers, between programmers and creators, and among  fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them.
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Why Casinos Matter
Thirty-One Evidence-Based Propositions from the Health and Social Sciences
Institute for American Values
American Philanthropic, 2013

The Wild Ricing Coloring and Activity Book
Ojibwe Traditions Coloring Book Series
Cassie Brown
Wisconsin Historical Society Press, 2018
This series offers children and their families the opportunity to learn about Ojibwe lifeways and teachings in an engaging and accessible manner. Included in each coloring book are word scrambles, mazes, and other activities to help children and their families engage more deeply with the information and have fun at the same time. While younger children (3+) can enjoy simply coloring the images, older children (6+) can also use the stories and glossaries to start learning more about the language and traditions of the Ojibwe people. The four books in this series focus on different aspects of Ojibwe life and traditions, from the powwow to wild ricing.
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