
The licensing process for the HBO series highlights the challenge of balancing a level of control over the quality of products related to the series with efforts to both monetize and expand its audience.
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The licensing process for the HBO series highlights the challenge of balancing a level of control over the quality of products related to the series with efforts to both monetize and expand its audience.
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A hunt for elusive video game silence and an investigation of its meaning.
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In what ways does the medium and its exploration connect with the traditional foci of humanistic study: life, death, friendship, love, work, play, language, learning, history, and so on?
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As a games studies scholar, I risk my gamer credibility to admit that I have never played a single Zelda title.
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Welcome to our new feature, Late to the Party. Each week, our contributors will consume and report on a canonical or otherwise significant piece of media that they have missed until now. Next up: Kyra Glass von der Osten on Myst.
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IR 11 is wildly interdisciplinary, tied together largely by research topic, leading to a number of fascinating connections, disjunctures, and challenges.
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Computer games are noisy because computer game play is fragile; it dissipates far more readily than it coheres.
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This past week, the University of Wisconsin-Madison hosted the 6th annual Games+Learning+Society conference, and we were there to cover it.
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As avid mediavores and media scholars, how should we consider our consumption of media products in light of the labor and environmental conditions of production?
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Star Trek Online fails both in making the television universe an inhabitable virtual space and engendering community and participation within it as a massively-multiplayer game.
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Like much about video game culture, New Super Mario Bros. Wii is profoundly nostalgic.
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What makes a game important? Is it commercial sales, the ways a game showcases how skilled a designer or studio is at their craft, the visceral response a game gives you, the player communities spawned by a game, the ways designers construct character/story/space, or the ways that games open up new genres, new...
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