Encyclopedia of Video Games
The Culture, Technology, and Art of Gaming, 2nd Edition
by Mark J. P. Wolf, Editor
May 2021, 1288pp, 7x10
3 volumes, Greenwood

Hardcover: 978-1-4408-7019-4
$335, £258, 292€, A459
eBook Available: 978-1-4408-7020-0
Please contact your preferred eBook vendor for pricing.

According to the Pew Research Center, 43% of American adults say they play video games on a television, cell phone, game console, or computer.

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry.

This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world.

This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Features

  • Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games
  • Offers a detailed understanding of the variety of video games that have been created over the years
  • Includes contributions from some of the most important scholars of video games
  • Suggests areas of further exploration for students of video games
Mark J. P. Wolf is professor in the communication department at Concordia University Wisconsin. His books include The Video Game Theory Reader (2003), The Video Game Explosion: A History from PONG to PlayStation and Beyond (Greenwood, 2007), Before the Crash: Early Video Game History (2012), The Routledge Companion to Video Game Studies (2014), LEGO Studies: Examining the Building Blocks of a Transmedial Phenomenon (2014), Video Games around the World (2015), Video Games and Gaming Culture (2016), The Routledge Companion to Imaginary Worlds (2017), and The Routledge Companion to Media Technology and Obsolescence (2018).
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