Debugging Game History Debugging Game History
Game Histories

Debugging Game History

A Critical Lexicon

    • $34.99
    • $34.99

Publisher Description

Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games.
Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.”

Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history.

Contributors
Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf

GENRE
Arts & Entertainment
RELEASED
2016
June 3
LANGUAGE
EN
English
LENGTH
464
Pages
PUBLISHER
MIT Press
SELLER
Penguin Random House LLC
SIZE
4.9
MB
The Video Game Theory Reader 2 The Video Game Theory Reader 2
2008
An Introduction to Game Studies An Introduction to Game Studies
2008
Gaming Rhythms: Play and Counterplay From the Situated to the Global Gaming Rhythms: Play and Counterplay From the Situated to the Global
2011
Playful Materialities Playful Materialities
2022
Playing With Virtuality Playing With Virtuality
2013
Material Game Studies Material Game Studies
2022
Replayed Replayed
2023
EA Sports FIFA EA Sports FIFA
2022
The Elusive Shift The Elusive Shift
2020
Game Wizards Game Wizards
2021
Building SimCity Building SimCity
2024
Playing at the World, 2E, Volume 1 Playing at the World, 2E, Volume 1
2024
Zones of Control Zones of Control
2016
Gaming the Iron Curtain Gaming the Iron Curtain
2018