About this book series

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. 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.
Electronic ISSN
2731-5037
Print ISSN
2731-5029
Series Editor
  • Neil Randall,
  • Steve Wilcox

Book titles in this series

  1. Disability and Video Games

    Practices of En-/Disabling Modes of Digital Gaming

    Editors:
    • Markus Spöhrer
    • Beate Ochsner
    • Copyright: 2024

    Available Renditions

    • Hard cover
    • eBook
  2. Exploring Minecraft

    Ethnographies of Play and Creativity

    Authors:
    • Larissa Hjorth
    • Ingrid Richardson
    • Hugh Davies
    • William Balmford
    • Copyright: 2020

    Available Renditions

    • Hard cover
    • Soft cover
    • eBook