This series provides a multidisciplinary framework for scholarly approaches to video games in the humanities. It focuses especially on the dialectics of methodology and object: how do different scholarly fields apply their theories and methods to video games, and how do video games in turn affect these theories and methods?
This series seeks to reconnect media-centric Game Studies to the disciplines it had to distance itself from in its foundation, such as literary studies or film studies, in an attempt to use their differences and contact zones in a mutually productive dialogue. It also seeks to present innovative approaches in other fields in the humanities that have yet to consider video games in a systematic way, and give a home to ground-breaking publications that push the boundaries of existing discourses and debates. In this endeavor, the series is committed to a decidedly global scope as it assembles perspectives from different cultural and academic contexts.
In short, this series wants to see what the humanities do with video games and what video games do to the humanities.
Proposals can be send to: rabea.rittgerodt@degruyter.com
Advisory Board:
Alenda Y. Chang, UC Santa Barbara
Katherine J Lewis, University of Huddersfield
Dietmar Meinel, University of Duisburg-Essen
Ana Milo?evi?, KU Leuven
Soraya Murray, UC Santa Cruz
Holly Nielsen, University of London
Michael Nitsche, Georgia Tech
Martin Picard, Leipzig University
Melanie Swalwell, Swinburne University
Emma Vossen, University of Waterloo
Mark J.P. Wolf, Concordia University
Esther Wright, Cardiff University
Ylva Grufstedt, Aalto University, Finland and Malmö University, Sweden.
This series seeks to reconnect media-centric Game Studies to the disciplines it had to distance itself from in its foundation, such as literary studies or film studies, in an attempt to use their differences and contact zones in a mutually productive dialogue. It also seeks to present innovative approaches in other fields in the humanities that have yet to consider video games in a systematic way, and give a home to ground-breaking publications that push the boundaries of existing discourses and debates. In this endeavor, the series is committed to a decidedly global scope as it assembles perspectives from different cultural and academic contexts.
In short, this series wants to see what the humanities do with video games and what video games do to the humanities.
Proposals can be send to: rabea.rittgerodt@degruyter.com
Advisory Board:
Alenda Y. Chang, UC Santa Barbara
Katherine J Lewis, University of Huddersfield
Dietmar Meinel, University of Duisburg-Essen
Ana Milo?evi?, KU Leuven
Soraya Murray, UC Santa Cruz
Holly Nielsen, University of London
Michael Nitsche, Georgia Tech
Martin Picard, Leipzig University
Melanie Swalwell, Swinburne University
Emma Vossen, University of Waterloo
Mark J.P. Wolf, Concordia University
Esther Wright, Cardiff University
Ylva Grufstedt, Aalto University, Finland and Malmö University, Sweden.
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