Required texts:
Anne Allison, Millennial Monsters: Japanese Toys and the Global Imagination
Susan Brownell, Training the Body for China: Sports in the Moral Order of the People’s Republic
Roger Caillois, Man, Play and Games
David Edgerton, The Shock of the Old: Technology and Global History since 1900
Marc L. Moskowitz, Go Nation: Chinese Masculinities and the Game of Weiqi in China
Bonnie Nardi, My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft
T.L. Taylor, Raising the Stakes: E-Sports and the Professionalization of Computer Gaming
Marilyn Yalom, Birth of the Chess Queen: A History
Sources for other assigned readings:
Espen Aarseth, Cybertext: Perspectives on Ergodic Literature
Ian Bogost, How to Do Things with Videogames
Ian Bogost, Unit Operations: An Approach to Videogame Criticism
Nick Dyer-Witheford & Greig de Peuter, Games of Empire: Global Capitalism and Video Games
Margaret Hofer, The Games We Played: The Golden Age of Board & Table Games
Johan Huizinga, Homo Ludens
Jesper Juul, The Art of Failure: An Essay on the Pain of Playing Video Games
Colin Mackenzie and Irving Finkel, eds., Asian Games: The Art of Contest
Andrew Morris, Morrow of the Nation: A History of Sport and Physical Culture in Republican China
Miguel Sicart, Play Matters
Joseph Tobin, ed., Pikachu’s Global Adventure: The Rise and Fall of Pokémon
Other readings:
Chris Berry, Fran Martin & Audrey Yue, eds., Mobile Cultures: New Media in Queer Asia
Ian Bogost, Persuasive Games: The Expressive Power of Videogames
Jay David Bolter & Richard Grusin, Remediation: Understanding New Media
Hilde G. Corneliussen & Jill Walker Rettberg, Digital Culture, Play, and Identity: A World of Warcraft Reader
Tristan Donovan, Replay: The History of Video Games
Lisa Gitelman and Geoffrey B. Pingree, New Media, 1740-1915
Pat Harrigan & Noah Wardrip-Fruin, eds., First Person: New Media as Story, Performance, and Game
Pat Harrigan & Noah Wardrip-Fruin, eds., Second Person: Role-Playings and Story in Games and Playable Media
Pat Harrigan & Noah Wardrip-Fruin, eds., Third Person: Authoring and Exploring Vast Narratives
Thomas S. Henricks, Play Reconsidered: Sociological Perspectives on Human Expression
Jesper Juul, A Casual Revolution: Reinventing Video Games and Their Players
Jesper Juul, Half-Real: Video Games between Real Rules and Fictional Worlds
Nick Montfort & Ian Bogost, Racing the Beam: The Atari Video Computer System
Celia Pearce, Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
Zoya Street, Dreamcast Worlds: A Design History
T.L. Taylor, Play Between Worlds: Exploring Online Game Culture
Noah Wardrip-Fruin, Expressive Processing: Digital Fictions, Computer Games, and Software Studies
Noah Wardrip-Fruin and Nick Montfort, eds., The New Media Reader