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Palgrave Games in Context

Games in Context

Games in Context trilogyGames 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. Palgrave Games in Context situates games and play within such interdisciplinary and interprofessional contexts, resulting in accessible, applicable, and practical scholarship for students, researchers, game designers, and industry professionals.  What does it mean to study, critique, and create games in context? This series eschews conventional classifications—such as academic discipline or game genre—and instead looks to practical, real-world situations to shape analysis and ground discussion. A single text might bring together professionals working in the field, critics, scholars, researchers, and designers. The result is a broad range of voices from a variety of disciplinary and professional backgrounds contributing to an accessible, practical series on the various and varied roles of games and play.

Series Editors: Neil Randall and Steve Wilcox

Check out the first three books in the series:

Queerness in Play | Masculinities in Play | Feminism in Play

All summaries can be found on the Palgrave site, here


Queerness in Play

About

queerness in playQueerness in Play 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. The current unprecedented visibility of queer creators and content comes at a high tide of resistance to the inclusion of those outside a long-imagined cisgender, heterosexual, white male norm. By critically engaging the ways games—as a culture, an industry, and a medium—help reproduce limiting binary formations of gender and sexuality, Queerness in Play contributes to the growing body of scholarship promoting more inclusive understandings of identity, sexuality, and games.

About the Authors

Todd Harper is Assistant Professor in the Division of Science, Information Arts and Technologies at the University of Baltimore, USA. His research centers on games as culture and communication.

Meghan Blythe Adams is a PhD Candidate at the University of Western Ontario, Canada. Their research interests include representations of androgyny in media, as well as death and difficulty in games. Their work has appeared in LoadingKinephanos, and First Person Scholar.

Nicholas Taylor is Assistant Professor of Digital Media in the Department of Communication at North Carolina State University, USA. His work applies critical, feminist, and socio-technical perspectives to experimental and mixed-methods research with digital gaming communities.

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Masculinities in Play

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Masculinities in playThis volume addresses the persistent and frequently toxic associations between masculinity and games. It 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, the contexts of their play, and the social futures associated with sustained involvement in gaming cultures. Unlike much of the research and public discourse that put the onus of “fixing” games and gaming cultures on those at its margins—women, LGBTQ, and people of color—this volume turns attention to men and masculinities, offering vital and productive avenues for both practical and theoretical intervention.

About the Authors

Nicholas Taylor is Assistant Professor of Digital Media in the Department of Communication at North Carolina State University, USA. His work applies critical, feminist, and socio-technical perspectives to experimental and mixed-methods research with digital gaming communities.

Gerald Voorhees is Assistant Professor of Digital Culture and Communication in the Department Communication Arts at the University of Waterloo, Canada. His research is on games and new media as sites for the construction and contestation of identity and culture.

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Feminism in Play

About

feminism in playFeminism in Play focuses on women as they are depicted in video games, as participants in games culture, and as contributors to the games industry. This volume showcases women’s resistance to the norms of games culture, as well as women’s play and creative practices both in and around the games industry. Contributors analyze the interconnections between games and the broader societal and structural issues impeding the successful inclusion of women in games and games culture. In offering this framework, this volume provides a platform to the silenced and marginalized, offering counter-narratives to the post-racial and post-gendered fantasies that so often obscure the violent context of production and consumption of games culture.

About the Authors

Kishonna L. Gray is an assistant professor in the Department of Gender and Women’s Studies and Communication at the University of Illinois at Chicago, USA. She is also a faculty associate at the Berkman Klein Center for Internet and Society at Harvard University, USA.

Gerald Voorhees is Assistant Professor of Digital Culture and Communication in the Department of Communication Arts at the University of Waterloo, Canada. His research is on games and new media as sites for the construction and contestation of identity and culture.

Emma Vossen is an award-winning public speaker and writer with a PhD from the University of Waterloo, Canada. She served as Editor-in-Chief of game studies publication First Person Scholar and her research about gender and games was the focus of a nationally broadcast CBC Radio documentary.

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