International Games Week

Registration for this year's International Games Week (2nd-9th November) is now open. The initiative is open to all libraries regardless of the sector - to sign up they just need to be hosting a games event during or around the week of 2nd to 9th November

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Darren EdwardsComment
The Games We Play

In this extended read, Dr Paul Booth presents the findings of a survey of board gamers to find out who played hobby games, what types of games people played, and how people played games together.

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Paul Booth Comment
Video Games Have Always Been Queer

In their latest book, Video Games Have Always Been Queer, Bonnie Ruberg lays out the case for the fabric of play and gaming being essentially queer. That title is, as internet speak suggests, something of a BIG MOOD and can serve as a rallying cry and a reminder: video games have always been queer.

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Games and Shakespeare

In this edition of Games Lab, Dr Stephen Curtis examines the ways in which the Bard and his works have been used as the inspiration or setting for games, both card/board and digital. As well as a brief summary of the general state of Shakespearean games, Stephen discusses what the process of ‘gaming’ Shakespeare can offer to critical discussions of the plays and poems that make up his work.

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Marx at the Arcade

Marx at the Arcade, like Luigi in his haunted mansion, clears out the cobwebs and names the spectre haunting gaming. Woodcock’s text ties together several, hitherto disparate, branches of research and commentary into and of gaming. The text brings together modern labour movements, games criticism, and history under the umbrella of Marxist analysis.

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Dungeons and Dragons is Not a Game!

My title is a provocation: at one level, Dungeons and Dragons is a game, a role-playing game with numerous rules and supplements. At several other levels, D&D is much more than a game. I’m not interested here whether role-playing games are actually games in the same way as other games or in the definition of games, which, as Wittgenstein demonstrated in his Philosophical Investigations, are actually very difficult to define, given the variety of objects and practices that are referred to as games. Nor do I want to discuss here the social practice that is playing D&D (fascinating though this is). Instead, what I’m interested in here is the way in which cultural objects expand beyond their original medium into other media, and how that process affects how we approach the original text, often decentring them.

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Ludopolitics: Videogames Against Control

We’ve never lived in a better worse moment for politics in gaming. Worse in the sense that mass layoffs, union busting, and the leftover gg trash pockmark the landscape like a bad skincare routine, and best in that now is the moment where taking a stand is starting to show its payoff. Game Workers Unite is gaining steam, Queer indie devs and Queer Game Studies are making bigger impacts on the industry and academia, and theorizing the politics of games is a scaffolding taking the shape of a space in which we can all find room. Coeval to this dialectical change is Liam Mitchell’s Ludopolitics: Videogames Against Control published in 2018 by Zero Books.

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