[Forty years ago this weekend, Nintendo released its first game system, and video gaming and American culture changed significantly. So this week I’ll blog about a handful of other games that likewise changed things, leading up to a weekend post on Nintendo!]
Five of
the many books and scholars to read for far more in-depth video game studying:
1)
Mark J.P. Wolf and Bernard Perron’s The
Video Game Theory Reader (2003): That hyperlink is to the 2009 2nd
edition, which reflects how successful this important early collection, edited
by two of the field’s
most prominent
scholars, was and remains.
2)
Ian Bogost’s Unit
Operations: An Approach to Videogame Criticism (2006): I’m not sure any
single scholar has been more significant to the field than Ian Bogost. Bogost is also a game designer,
which seems to me to be a relatively common (if also somewhat complicated) overlap
for many video game studiers.
3)
Jesper Juul’s Half-Real:
Video Games between Real Rules and Fictional Worlds (2006): As I hope every
post in this series has illustrated, I’m very interested in the line between the
creative fictions that video games create and the social and cultural realities
that they always nonetheless reflect and contribute to. No scholarly work
better analyzes that line than does Juul’s book.
4)
Tom Bissell’s Extra
Lives: Why Video Games Matter (2011): I likewise hope this series has
reflected my strong belief that video games matter, on a variety of levels, across
the spectrum from more potentially negative effects to the most positive
contributions to our individual and collective experiences and identities. But
don’t take my word for it—read Bissell’s thoughtful and fun book!
5)
Garry Crawford’s Video
Gamers (2012): Even before Gamergate
(which, I agree completely with that hyperlinked Harmeet Kaur piece, foreshadowed
much of the worst of our current moment), I found the majority of video gamers
significantly less interesting and often much more frustrating than video games.
But that’s precisely why I need to push past those feelings to get more analytical
about this community (or collection of communities, more exactly), and Crawford’s
book offers a great starting point.
Nintendo
post this weekend,
Ben
PS. What
do you think? Video games, past or present, you’d analyze?
These are great suggestions - I also think one of the best examples of how American Studies can impact game studies is Carly Kocurek's Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade (https://www.upress.umn.edu/9780816691838/coin-operated-americans/)
ReplyDeleteThanks so much, Regina!
Delete