I’m lucky to have grown up as all these new genres and kinds of games were being invented and gaining in popularity: euro-boardgames, role-playing games, videogames, collectible card games, gamebooks, ALL the games. What a time to be alive since I’ve always been curious about, interested in, and passionate about them. Again, I was fortunate to learn about the nascent academic study of games just as I was entering my college years. So, I’ve been playing games and studying games for over a quarter century! But you can teach an old dog new tricks (and to play new games), and the books on this list have helped me do just that!
Frank Lantz’s book opened my eyes to a different and deeper way of appreciating, loving, and talking about games.
All kinds of games, board games, card games, sports, and, yes, video games too. Oh, and best of all, Lantz does so without sounding like a fanboy or a pretentious ivory tower snob. He loves games, just as I do, but is so much more eloquent than I.
How games create beauty and meaning, and how we can use them to explore the aesthetics of thought.
Are games art? This question is a dominant mode of thinking about games and play in the twenty-first century, but it is fundamentally the wrong question. Instead, Frank Lantz proposes in his provocative new book, The Beauty of Games, that we think about games and how they create meaning through the lens of the aesthetic. We should think of games, he writes, the same way we think about literature, theater, or music-as a form that ranges from deep and profound to easy…
Sometimes you have to know “how the sausage is made” not so you stop eating sausages, but so you can appreciate them all the more.
Jason’s book does an excellent job of explaining the behind-the-scenes of video game development. From this, I really learned how any game that is released is a miracle born out of the blood, sweat, and tears of its creators.
You've got your dream job--making video games. You have a great project, great designs, and clever controls. One morning, you get a call from your producer. Turns out that wall-jumping trick won't work because the artists don't have time to design a separate animation just for the plumber to move that way. Also, your lead designer keeps micromanaging the programmers, which is driving them crazy. Your E3 demo is due in two weeks, and you know there's no way you can get it done in less than four. You'll have to cut out some of the game's biggest features just…
Thi Nguyen is one of those philosophers who says things that make you go “but, of course”. It’s obvious when he says it, but you’ve never really thought about it like this.
In this book, he dives into games and pokes around into how they are strange, weird, cool, exciting, and interesting. I loved his examples, and he changed the way I talk about games. For the better, of course.
Games are a unique art form. Games work in the medium of agency. Game designers tell us who to be and what to care about during the game. Game designers sculpt alternate agencies, and game players submerge themselves in those alternate agencies. Thus, the fact that we play games demonstrates the fluidity of our own agency. We can throw ourselves, for a little while, into a different and temporary motivations.
This volume presents a new theory of games which insists on their unique value. C. Thi Nguyen argues that games are an integral part our systems of communication and our…
James is clever and funny. His insider knowledge, almost gossip, and first-hand experience really shine here: if I could include a meme here, it would be “chef’s kiss”.
I loved reading his book and the magazine columns from which it came. I read everything twice! That’s how good it is.
In addition to games, I also like to read and learn about history.
Simon’s book combines both of my interests–it’s the story of a special game that probably no one has ever heard about and the role it played in World War II. And then, for a little bit of extra spice–the whole thing–game, gameplay, and more–was super secret. I loved learning about the game and the history behind it.
As heard on the New Yorker Radio Hour: The triumphant and "engaging history" (The New Yorker) of the young women who devised a winning strategy that defeated Nazi U-boats and delivered a decisive victory in the Battle of the Atlantic.
By 1941, Winston Churchill had come to believe that the outcome of World War II rested on the battle for the Atlantic. A grand strategy game was devised by Captain Gilbert Roberts and a group of ten Wrens (members of the Women's Royal Naval Service) assigned to his team in an attempt to reveal the tactics behind the vicious success…
With glowing red stereoscopic 3D graphics, the Virtual Boy cast a prophetic hue: Shortly after its release in 1995, Nintendo's balance sheet for the product was "in the red" as well. Of all the innovative long shots the game industry has witnessed over the years, perhaps the most infamous and least understood was the Virtual Boy.
Video game experts Benj Edwards and I explore why the Virtual Boy failed, show where it succeeded, and explain what the platform actually was: what it promised, how it worked, and where it fits into the story of gaming. In this book, we examine the device's technical capabilities, its games, and the cultural context in the US in the 1990s when Nintendo developed and released it.