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New Books in Game Studies

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New Books in Game Studies
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  • New Books in Game Studies

    David I. Waddington, "The Hidden Curriculum of Video Games" (McGill-Queen's UP, 2026)

    2026-07-22 | 42 min.
    Despite decades of inflammatory rhetoric, the real risk of video games lies not in their violent imagery but in the ethical and political sensibilities they normalize. Video games reward speed, efficiency, control, and meritocratic mastery, training players to align with a technolibertarian worldview - one that celebrates individual will, technological power, and skepticism toward collective forms of governance. Rather than asking whether games produce violent individuals, we might more productively ask how they contribute to a commitment to radical capitalism and a belief in highly individualistic worldviews. In this unsettling work David Waddington traces the philosophical roots of technolibertarianism, founded on faith in technological progress and personal freedom. He identifies a darker turn in this thinking, animated by the ideals of Ayn Rand and her archetype of the "tech hero of capitalism." Many games, Waddington argues, invite players to inhabit this archetype, treating mastery, control, and relentless striving as moral virtues. While educational research often praises games for motivating students and fostering problem-solving, Waddington asks a deeper question: What kinds of people do games help us become? Drawing on Martin Heidegger and other thinkers, he explores whether gameplay expands human possibility or narrows it by habituating players to efficient yet restrictive systems. The Hidden Curriculum of Video Games (McGill-Queen's UP, 2026) critiques mainstream game design and educational technology, offering hopeful alternatives and examining reflective games that resist dominant gameplay logics. Written with clarity, passion, and philosophical depth, this thought-provoking work opens new horizons on technology, education, and the moral imagination of play.

    Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist.
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  • New Books in Game Studies

    Daniel L. Gardner, "Thresholds of Digital Gameplay" (MIT Press, 2025)

    2026-07-21 | 1 h 2 min.
    Contemporary digital gameplay is only accessible by navigating an
    ecosystem of interfaces that support its computational nature. Account
    logins, controllers, and an assortment of menus, settings, and other
    peripheral-to-gameplay elements support a range of practical and
    necessary functions that result from the transformation of gameplay into
    digital gameplay, as well as broader shifts toward an increasingly
    networked and data-driven world. The games industry has adopted
    usability testing on top of play testing to evaluate how these
    interfaces may influence the accessibility and success of their game
    software, but how embedding gameplay within webs of software, hardware,
    and platform infrastructures impacts the medium, players, and production
    has not yet been fully explored.

    In Thresholds of Digital Gameplay (MIT Press, 2025), Daniel
    Gardner demonstrates how a series of interfaces and other elements on
    the periphery of digital gameplay fundamentally alter the phenomena of
    gaming. This book examines non-gameplay-centered material or mechanical
    attachments that surround and enclose gameplay while directing or
    mediating our experience of it—for example, access controls, character
    configuration, and microtransactional storefronts.

    Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He
    received a master’s degree in political science, American cultural
    studies as well as contemporary and recent history from
    Ludwig-Maximilians-University, Munich and holds two PhDs in game studies
    (LMU & University of Passau). Currently, he's teaching as a
    professor for game design and game studies at the HNU University of
    Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at
    the online journal TITEL kulturmagazin for the game section, and is
    editor of the weekly game research newsletter Game Studies Watchlist.
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  • New Books in Game Studies

    Stefan Höltgen et al., "Commodore 64: Past, Present, and Future of a Home Computer" (Projekt Verlag, 2026)

    2026-07-20 | 28 min.
    The Commodore 64 is the most significant computer of its era. From 1982 to 1994, a total of 27 million units were sold—more than any other computer from a single manufacturer afterwards. Due to its widespread use as well as its techni­cal features, the C64 has a huge international following—even to this day. The 19 contributions compiled in Commodore 64: Past, Present, and Future of a Home Computer (Projekt Verlag, 2026) illustrate the significance of the platform for the digitalization of society, the general public’s computer science knowledge, as well as digital art and culture—both in the past, present, and also in the future. Volume 5 of the »Computer Archaeology« series is partly based on the confer­ence of the same name held in 2024 at the University of Bonn and has here been supplemented with additional contributions from the fields of artificial intelli­gence, quantum computing, and digital humanities.

    Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist.
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  • New Books in Game Studies

    Alexander Vandewalle, "Characters and Characterization in Mythological Video Games" (Bloomsbury, 2026)

    2026-06-18 | 56 min.
    The first book-length study on mythology reception in video games, Characters and Characterization in Mythological Video Games (Bloomsbury, 2026) examines how video games characterize mythological characters from the perspectives of classical reception and game studies. Characters are vital to most stories, and many video games. They allow us to enter the fiction of a game, and facilitate our embodiment in the game world. Over time, what are initially blank slates transform into fictional existents with well-developed personalities and goals. In this context, narratology uses the term 'characterization' to refer to how character traits are ascribed to the entities we call 'characters'. How does characterization operate in games? How do players impact this process? How is mythology transformed by video games? What can games 'do' that other media cannot? After establishing a theoretical framework, this book moves to six case studies that each analyze mythological characters in a particular game: Smite, Assassin's Creed Odyssey, Immortals Fenyx Rising, God of War, Theseus and Asgard's Wrath 2. The scope of these studies is diverse, incorporating examples from mainstream, indie and virtual reality gaming. While the book's main focus lies with Greco-Roman mythology, it also includes games with Norse and Egyptian settings, or with playable characters from a wide range of international mythological traditions. Through these case studies, Alexander Vandewalle leads his readers to an understanding of different modalities or 'languages' of mythology reception in games. He argues for a striking diversity in mythological games and their characters, and illuminates how the relationship between games and antiquity is fundamentally one of continuous dialogue and play.

    Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section and is editor of the weekly game research newsletter Game Studies Watchlist.
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  • New Books in Game Studies

    Aditya Deshbandhu, "The 21st Century in 100 Games" (Routledge, 2024)

    2026-06-09 | 1 h 1 min.
    The 21st Century in 100 Games (Routledge India, 2024) is an interactive public history of the contemporary world. It creates a ludological retelling of the 21st century through 100 games that were announced, launched and played from the turn of the century.

    Aditya Deshbandhu is Senior Lecturer of Communications, Digital Media Sociology at the University of Exeter, UK. A researcher of video game studies, new media, and the digital divide, he examines how people engage with digital artefacts and seeks to understand how these interactions shape everyday lives. As someone who actively examines digital acts of leisure, his research in the last decade has examined social media and streaming platforms alongside video games and digital cultures. He is also the author of Gaming Culture(s) in India: Digital Play in Everyday Life and also serves as an editor for this book series.

    Khadeeja Amenda is a PhD candidate in the Department of Communication and New Media at the National University of Singapore, Singapore.
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