Historiographies of Game Studies: What It Has Been, What It Could Be

dc.contributorEDITOR: Vossen, Emma; orcid: https://orcid.org/0009-0001-3947-5877; Brock University
dc.contributorEDITOR: Karabinus, Alisha; orcid: https://orcid.org/0000-0001-6755-206X; Grand Valley State University
dc.contributorEDITOR: Kocurek, Carly A.; orcid: https://orcid.org/0000-0002-2901-1737; Illinois Institute of Technology
dc.contributorEDITOR: Mejeur, Cody; orcid: https://orcid.org/0000-0003-1629-1722; University at Buffalo, State University of New York
dc.contributor.editorVossen, Emma
dc.contributor.editorKarabinus, Alisha
dc.contributor.editorKocurek, Carly A.
dc.contributor.editorMejeur, Cody
dc.date.accessioned2025-08-07T04:54:55Z
dc.date.available2025-08-07T04:54:55Z
dc.date.issued2025-07-25
dc.date.updated2025-08-07T04:54:52Z
dc.descriptionPublication status: ACTIVE
dc.description.abstractHistoriographies of Game Studies offers a first-of-its-kind reflection on how game studies as an academic field has been shaped and sustained. Today, game studies is a thriving field with many dedicated national and international conferences, journals, professional societies, and a strong presence at conferences in disciplines like computer science, communication, media studies, theater, visual arts, popular culture, and others. But, when did game studies start? And what (and who) is at the core or center of game studies? Fields are defined as much by what they are not as by what they are, and their borderlands can be hotly contested spaces. In this anthology, scholars from across the field consider how the boundaries of game studies have been established, codified, contested, and protected, raising critical questions about who and what gets left out of the field. Over more than two dozen chapters and interviews with leading figures, including Espen Aarseth, Kishonna Gray, Henry Jenkins, Lisa Nakamura, Kentaro Matsumoto, Ken McAllister, and Janet Murray, the contributors offer a dazzling array of insightful provocations that address the formation, propagation, and cultivation of game studies, interrogating not only the field’s pasts but its potential futures and asking us to think deliberately about how academic fields are collectively built.
dc.description.versionVoR
dc.identifier.doihttps://doi.org/10.53288/0441.1.00
dc.identifier.isbn9781685712006
dc.identifier.isbn9781685712013
dc.identifier.other1a355f01-df09-4bff-a53b-3aef8ca13fcd
dc.identifier.urihttps://thoth-arch.lib.cam.ac.uk/handle/1811/898
dc.languageENG
dc.publisherpunctum books
dc.rightsAttribution-NonCommercial-ShareAlike 4.0 International
dc.rights.urihttps://creativecommons.org/licenses/by-nc-sa/4.0/
dc.subjectJFC
dc.subjectUGG
dc.subjectGAM013000
dc.subjectSOC002010
dc.subjectJBCC
dc.subjectKNTV
dc.subjectacademic institutions
dc.subjectcommunication
dc.subjectgame studies
dc.subjecthistoriography
dc.subjecthistory
dc.subjectmedia studies
dc.subjectplay
dc.titleHistoriographies of Game Studies: What It Has Been, What It Could Be
dc.typehttp://purl.org/coar/resource_type/c_2f33
dcterms.accessRightsEmbargo: none

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