Palgrave Games in Context

Palgrave Games and Context 

Palgrave Games in Context

Games are pervasive in contemporary life, intersecting with leisure, work, health, culture, history, technology, politics, industry, and beyond. These contexts span topics, cross disciplines, and bridge professions. 

The Palgrave Games in Context book series situates games and play within interdisciplinary and interprofessional contexts, resulting in accessible, applicable, and practical scholarship for students, researchers, game designers, and industry professionals. 

This series, edited by GI executive Director Dr Neil Randall (English) and GI alumni Dr Steve Wilcox (Game Design and Development, Laurier University), asks us what it means to study, critique, and create games in context. 

GI members who have edited a book in the series include Gerald Voorhees and Emma Vossen.

The series currently includes:

Game History and the Local by M. Swalwell (2021) examines how “locality has largely been left out of game history.” This anthology brings together “scholarship which addresses the critical potential of the local for game history, asking how this might encourage a maturation of historical work on and around games.”

Exploring Minecraft by Larissa Hjorth, Ingrid Richardson, Hugh Davies, and William Balmford (2020) seeks “to take Minecraft seriously as a cultural practice” and “situates interdisciplinary debates around mundane play through the lens of Minecraft.”

Tabletop RPG Design in Theory and Practice at the Forge (2020) is by William J. White who introduces readers to the Forge, “an online discussion site for tabletop role-playing game (TRPG) design, play, and publication” that “served as an important locus for experimentation in game design and production.”

Tabletop Role-Playing Games and the Experience of Imagined Worlds (2018) by Nicholas J. Mizer explores how players “use a combination of free-form imagination and tightly constrained rules” within roleplaying games such as Dungeons and Dragons to “collaboratively and interactively build and explore new realms.”

Queerness in Play (2018) by Todd Harper, Meghan Blythe Adams, and Nicholas Taylor “examines the many ways queerness of all kinds—from queer as ‘LGBT’ to other, less well-covered aspects of the queer spectrum—intersects with games and the social contexts of play.”

Masculinities in Play (2018) by Nicholas Taylor and Gerald Voorhees “explores many of the critical issues in contemporary studies of masculinity—including issues of fatherhood, homoeroticism, eSports, fan cultures, and militarism—and their intersections with digital games.”

Feminism in Play (2018) by Kishonna L. Gray, Gerald Voorhees, and Emma Vossen “focuses on women as they are depicted in video games, as participants in games culture, and as contributors to the games industry.”

Books can be purchased through the Palgrave website and are available to read at the GI. If you are interested in contributing to the series, please contact Dr Randall and Dr Wilcox.

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