The Video Game Theory Reader 2 continues the exploration begun in the first Video Game Theory Reader (Routledge, 2003) with a group of leading scholars turning their attention to a wide variety of theoretical concerns and approaches, examining and raising new issues in the rapidly expanding field of video games studies. The editors' Introduction picks up where the Introduction in the first Video Game Theory Reader left off, considering the growth of the field and setting challenges for the future. The volume concludes with an appendix presenting over 40 theories and disciplines that can be usefully and insightfully applied to the study of video games.
This compendium is essential reading for all aspiring game theorists, tackling video games from a range of angles—psychology, market analysis, narratology, education, the whole caboodle—with an accessible range of academic papers and reports.
The focus is, naturally, on academic work, but the best academic writing presents itself in a readable way, shushing the poindexters and pleasing the populace. Academic writing should aspire to be as fluid as the best non-fiction work, and the best papers here do. Those authored by research teams or groups are the worst: smothered in technical language of no interest to those outside research facilities. Boo to them.
I shouldn’t have read the whole thing but what can I say, I’m getting into the topic. Let a man show a little passion from time to time.
* For those reading this review with actual game theory expertise, I am a visitor to this topic, reading these texts to absorb the debate. So pardon my piddling review.