Here are 69 books that Replay fans have personally recommended if you like
Replay.
Shepherd is a community of 12,000+ authors and super readers sharing their favorite books with the world.
I’ve worked in sports media since graduating college, first as a reporter at Sports Illustrated, then as an editor at ESPN The Magazine and eventually becoming editor-in-chief of the magazine as well as espn.com. I’ve also written several books, including The Odds, which was my immersion into the world of sports betting. Like the books on my list, the experience of writing The Odds scratched every itch: It was about sports, it featured intense and passionate characters and it revealed a secret world with massive influence. The Odds led to a career in betting media, including creating the sports betting beat at ESPN and, eventually, launching The Action Network, a sports betting media network.
This hits every high note for me. It’s both aspirational and accessible. The “Moneyball Generation” has had a profound impact on every element of sports—from how games are managed, how they’re covered, who is valued, and who makes decisions. That’s because of Lewis, whose writing I love because it is so breezy and conversational, especially when explaining complicated concepts.
My passion is telling stories that explain what’s happening behind the scenes and how they impact sports fans. Lewis does this better than anyone in this book.
Moneyball is a quest for the secret of success in baseball. Following the low-budget Oakland Athletics, their larger-than-life general manger, Billy Beane, and the strange brotherhood of amateur baseball enthusiasts, Michael Lewis has written not only "the single most influential baseball book ever" (Rob Neyer, Slate) but also what "may be the best book ever written on business" (Weekly Standard).
I wrote this book because I fell in love with a story. The story concerned a small group of undervalued professional baseball players and executives, many of whom had been rejected as unfit for the big leagues, who had turned…
It is April 1st, 2038. Day 60 of China's blockade of the rebel island of Taiwan.
The US government has agreed to provide Taiwan with a weapons system so advanced that it can disrupt the balance of power in the region. But what pilot would be crazy enough to run…
I grew up playing video games from a classic Atari onward. And, if I could go back and tell my younger self his job would be to travel around the world talking, writing, and teaching about video games he never would have believed me. But, if he did, he’d be really excited about what was coming for him. I am consistently both shocked and thrilled that I get to do this as a job, and my favorite bit is often the teaching and communicating about games. It’s a blast!
This is one of the foundational books in game studies and will shake up how you think about why and how people play games.
Consalvo introduces a concept called ‘avatar capital,’ which is about the reputation and relative fame players can chase within a game and its community. To acquire that capital, players often remake rules and expectations to excel.
A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry.
The widely varying experiences of players of digital games challenge the notions that there is only one correct way to play a game. Some players routinely use cheat codes, consult strategy guides, or buy and sell in-game accounts, while others consider any or all of these practices off limits. Meanwhile, the game industry works to constrain certain readings or activities and promote certain ways of playing. In Cheating, Mia Consalvo investigates how players choose to play games,…
I grew up playing video games from a classic Atari onward. And, if I could go back and tell my younger self his job would be to travel around the world talking, writing, and teaching about video games he never would have believed me. But, if he did, he’d be really excited about what was coming for him. I am consistently both shocked and thrilled that I get to do this as a job, and my favorite bit is often the teaching and communicating about games. It’s a blast!
I always love to read books that do something or cover things that I’ll never be able to do on my own, and Gray crushes that in this book.
Through an awesome set of interviews with players, Gray breaks down how Black users encounter racism in gaming spaces and how they deal with the ongoing structural problems in games. Gray gives voice to perspectives that aren’t heard enough, and I learned a ton from this book.
In Intersectional Tech: Black Users in Digital Gaming, Kishonna L. Gray interrogates blackness in gaming at the intersections of race, gender, sexuality, and (dis)ability. Situating her argument within the context of the concurrent, seemingly unrelated events of Gamergate and the Black Lives Matter movement, Gray highlights the inescapable chains that bind marginalized populations to stereotypical frames and limited narratives in video games. Intersectional Tech explores the ways that the multiple identities of black gamers some obvious within the context of games, some more easily concealed affect their experiences of gaming.
The normalization of whiteness and masculinity in digital culture inevitably…
A Duke with rigid opinions, a Lady whose beliefs conflict with his, a long disputed parcel of land, a conniving neighbour, a desperate collaboration, a failure of trust, a love found despite it all.
Alexander Cavendish, Duke of Ravensworth, returned from war to find that his father and brother had…
I grew up playing video games from a classic Atari onward. And, if I could go back and tell my younger self his job would be to travel around the world talking, writing, and teaching about video games he never would have believed me. But, if he did, he’d be really excited about what was coming for him. I am consistently both shocked and thrilled that I get to do this as a job, and my favorite bit is often the teaching and communicating about games. It’s a blast!
I always love finding work that challenges how I see things and shifts my perspective in some way. This is one of those books!
Even better, whenever I teach a group about this book and the arguments it makes about games a handful of people have a deep transformation about their understanding of games.
Reading this book will shake up how you think about video games, what they do, and how they work. And you might be in that group of people who can’t stop seeing the world in a different way because of your new perspective!
Argues for the queer potential of video games
While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can-and should-be read queerly.
In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive…
I’m a university academic who writes and teaches on American popular culture. I’ve played video games all my life—I remember first playing Breakout and Boot Hill at the local arcade back in the late 1970s as a young child, and yes, I had an Atari VCS. Today, I write, teach, and exhibit work on the history of video games, especially how games depict and connect with the USA. I still play video games, probably too much, and my favorite console is the Sega Dreamcast.
I love this book. It’s an exquisite and beautiful coffee table title by Van Burnham, but that description really doesn’t do it justice. You can dip in and out of some wonderful features that chart the history of video games written by academics and other experts in the field. It is totally accessible and fun and the artwork is fantastic. Rejoice in old pixel video games you remember or have never heard of. The second volume is due out imminently and is totally brilliant. Buy both and enjoy!
A gloriously illustrated history of the videogame and its legacy for both our mindscapes and video technology.
It was a time when technology was king, status was determined by your high score, and videogames were blitzing the world... From Pong to Pac-Man, Asteroids to Zaxxon—more than fifty million people around the world have come of age within the electronic flux of videogames, their subconscious forever etched with images projected from arcade and home videogame systems.
From the first interactive blips of electronic light at Brookhaven National Labs and the creation of Spacewar! at the Massachusetts Institute of Technology; to the…
I’m a university academic who writes and teaches on American popular culture. I’ve played video games all my life—I remember first playing Breakout and Boot Hill at the local arcade back in the late 1970s as a young child, and yes, I had an Atari VCS. Today, I write, teach, and exhibit work on the history of video games, especially how games depict and connect with the USA. I still play video games, probably too much, and my favorite console is the Sega Dreamcast.
Atari Age is a wonderful title with possibly the best book cover ever (for any retro games aficionado anyhow!). Newman researches with skill the advent of video games in the United States, looking at how people became gamers, and exploring life in the arcades, and playing Atari VCSs for the first time at home. It’s a seriously good history book.
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful).
Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video…
The Duke's Christmas Redemption
by
Arietta Richmond,
A Duke who has rejected love, a Lady who dreams of a love match, an arranged marriage, a house full of secrets, a most unneighborly neighbor, a plot to destroy reputations, an unexpected love that redeems it all.
Lady Charlotte Wyndham, given in an arranged marriage to a man she…
I’m a lifelong video game obsessive. I think about video game worlds and my relationship with them in the ways most people think about family vacations to the beach or a trip with friends to Las Vegas. Every game I play is an opportunity to experience a new world, and a new culture, and to change myself along the way. Video games are a younger industry than either the music industry or the movie industry, but it’s more than 2.5x bigger than those two industries combined! There are reasons humans are so enamored by video games. The books on my list explore those reasons.
Sometimes, defending your video game obsession means acknowledging that the video game industry is flawed. It’s best not to avoid necessary conversations about the negative impacts that video games can have on families and on personal health.
But while it would be tempting to cite flawed studies about games as a precursor to violence (a sub-recommendation for more about such flawed studies would be The Gaming Mind: A New Psychology of Videogames and the Power of Play by Alexander Kriss), Jason Schreier’s book instead digs into the “industry” part of the video games industry to explore systemic problems like overwork, the lack of unionization, and incredible wealth inequality.
The video game industry is huge (like, really huge. Like, 2.5x the size of the movie and music industry combined huge). Its enormity, combined with its lack of regulation and oversight, makes for a difficult foundation on which to build a life.…
THE INSTANT NEW YORK TIMES BESTSELLER. From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart-and the stories, both triumphant and tragic, of what happened next.
Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it.
I am a middle grade teacher who loves to read. Many of my students prefer to play video games. In fact, some of them have a real aversion to reading. Since I know reading ability is a huge factor in a student’s academic success, I’m always looking for great books to get students to put down their controllers and read. When I couldn’t find many, I was inspired to write the CROSS UPS TRILOGY. I’m confident that the books on this list will lure young gamers into their covers with gaming themes, humor, and relatable characters.
This zany story about a gamer is packed full of laughs. Pete is looking forward to the release of a new game, but when he sells his dad’s old gaming console to afford the new game, things go really wrong, really fast. Let’s just say that was no gaming console he sold and now his dad is trapped in a video game. Pete has to save his dad, (and the world) by entering the game and winning!
While I usually don’t like the whole getting-sucked-into-the-game trope, it totally works for this silly style of humor. Illustrations along the way don’t just break up the text, they add to the laughs.
Stormbreaker meets Diary of a Wimpy Kid in this hysterically funny, fast-paced novel that follows video game obsessed Pete Watson as he discovers the only thing scarier than espionage is the girl of his dreams. Mega-gamer Pete Watson needs just twenty dollars more to buy the all-new Brawl-A-Thon 3000 XL. So he sells a beat-up CommandRoid 85 arcade game containing top-secret government intel! owned by his boring old dad super-spy trapped inside the CommandRoid!, to an exterminator evil mastermind bent on global destruction!!! Pete's gaming skills are put to the test as he fights evil villains, giant mechanical bugs, and…
I teach writing for children and I’ve analyzed the elements that make a winning story. One of these elements is the magic of three. My idea for Finley Finds his Fortune, was sparked by a desire to write a folk tale with the magic of three and also by my visit to Whitechurch, the last working watermill in England. I was awed by the power and beauty of its water wheel so I wove a water mill into my story. To do this, I had to first study how a mill works. That’s what I love about writing children’s books―that I can explore my own personal interests and passions.
Often, the magic of three is not so obvious. In the newly-published picture book, Treasure Hunt by Stephanie Wildman, three children play a new game. Older brother Luis turns his two younger siblings away from video games by creating a scavenger hunt in which they must use riddles as clues to gather ordinary household objects. And yes, they get threeclues and so threechances to gather all the objects, which then become the materials to create a puppet show using a discarded cardboard box the new stove came in as the stage. The use of three here, as in all stories, produces a feeling of a satisfying completion. This is a mystery story for children 3-8 with a surprise ending and guidance for kids on how to make simple puppets.
In this light-hearted story, twins Flor and Roberto scamper through their house, hunting for treasure hidden by big brother, Luis. Can these everyday objects really be treasures that offer more fun than video games or TV? Join Flor and Roberto on their search and discover why Luis saved a gigantic cardboard box. Bonus content provides direction for creating your own at-home fun!
This book follows the journey of a writer in search of wisdom as he narrates encounters with 12 distinguished American men over 80, including Paul Volcker, the former head of the Federal Reserve, and Denton Cooley, the world’s most famous heart surgeon.
In these and other intimate conversations, the book…
I’m a lifelong video game obsessive. I think about video game worlds and my relationship with them in the ways most people think about family vacations to the beach or a trip with friends to Las Vegas. Every game I play is an opportunity to experience a new world, and a new culture, and to change myself along the way. Video games are a younger industry than either the music industry or the movie industry, but it’s more than 2.5x bigger than those two industries combined! There are reasons humans are so enamored by video games. The books on my list explore those reasons.
David Sudnow’s Breakout: Pilgrim in the Microworld is perhaps the earliest account of a person’s obsession with a video game.
Sudnow’s diary-like approach to his relationship with the 1976 arcade game Breakout is captivating. It reads like improv jazz (which isn’t surprising considering Sudnow himself was an accomplished jazz pianist).
For example, here’s Sudnow describing the moments before starting the final phase of his longest game so far: “I feel the attempted seduction of the long lobbing interim, a calm before the storm, the action so laid back that I’m consciously elaborating a rhythm to be ready, set, go for a slam.”
Sudnow shows us that what might seem like simple bleeps and bloops to most people can instead be a life-affirming awakening to others. And how can something so powerful not warrant respect?
Tell your non-gaming friends: video games are poetry!
Just as the video game console market was about to crash into the New Mexico desert in 1983, musician and sociologist David Sudnow was unearthing the secrets of “eye, mind, and the essence of video skill” through an exploration of Atari's Breakout, one of the earliest hits of the arcade world.
Originally released under the title Pilgrim in the Microworld, Sudnow's groundbreaking longform criticism of a single game predates the rise of serious game studies by decades. While its earliest critics often scorned the idea of a serious book about an object of play, the book's modern readers remain fascinated…