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Description

This anthology brings together scholars from around the world to theorize and explore “epistemic genres” of digital games, which are defined by the social uses and meanings attributed to different constellations of games by the communities the play, make, and study them.

Game studies has experienced a cultural turn in the last decade, centering the social dimensions of games and play. What resources for theorizing game genres emerge from this cultural turn? How might the critical theories of race and culture, intersectional feminism, queer and trans theory, eco-criticism, and post-colonial and decolonial interventions of the past decade suggest new ways of thinking about game genres? The chapters in this edited volume make a case for epistemic genres that are distinguished primarily by their social context and use. The notion of epistemic genre centers the player's experience and the meanings that emerge from distinct communities as they engage with games. Epistemic game genres are those constellations of games that overflow and cut-across the genre boundaries of the commercial game industry and mainstream gaming culture.

The first section examines epistemic genres as they are constituted by different scholarly lenses. Here, the contributors consider how certain scholarly theories allow us to see the connections between seemingly disparate games. The second section examines epistemic genres as products of specific material and discursive contexts. The third section examines epistemic genres defined by the specific interpretive frames of communities of players that share a cultural lexicon, symbol system, or grammar. Overall, the chapters in this book make the case for understanding game genres as formations shaped more by play that the qualities of the games themselves.

Table of Contents

Introduction: A Traversal Cut Across the Normal: Epistemic Genres and Cultures of Play
Gerald Voorhees (University of Waterloo, Canada), Josh Call (Grand View University, USA), Matthew Wysocki (Flagler College, USA), Betsy Brey (University of Waterloo, Canada)

Part 1: Scholarly Lenses
1. “What If the Ludology Versus Narratology Debate Never Happened?” A Counterfactual Social Epistemology
William J. White (Pennsylvania State University, Altoona, USA)
2. Trauma Games
Samuel Poirier-Poulin (University of Montreal, Canada)
3. Digital Role-Playing: Reconceptualizing the CRPG as Transgressive Playstyle
Aleksander Franiczek, University of Waterloo, Canada)
4. Keeping with the Rhythm: Embodied Practices, Affective Patterns, and Immersion in Rhythm Games
Katarzyna Marak (Nicolaus Copernicus University, Poland) and Artur Szarecki (Nicolaus Copernicus University, Poland)
5. Spatial Games in "Cool Japan"
Will Helmke (University of Illinois – Urbana Champlain, USA)
6. Blockbuster Games: Industrial Strategy Meets Genre
Andrei Zanescu (Concordia University, Canada)

Part 2: Social Contexts
7. Games of Empire
Meghan Jayanth, Outerloop Games
8. Horror as Medium: An Examination of Ecological Horror in Video Games
Sid Heeg (University of Waterloo, Canada) and Pamela Maria Schmidt (University of Waterloo, USA)
9. Ecological Consequences in Ecosystem Management Games
Adam Lefloïc Lebel (University of Quebec - Abitibi-Témiscamingue, Canada) and Simon Dor (University of Quebec - Abitibi-Témiscamingue, Canada)
10. Necropolitical Games
Josh Call (Grand View University, USA) and Thomas Lecaque (Grand View University, USA)
11. Capitalist Surrealism: Grind, Gacha, and the Looter-Shooter
Marshall Armintor (University of North Texas, USA)
12. Isolation and the “Echo” Genre: The Role of Isolative Multiplayer Elements in Single-player Games
Matthew Staron (George Mason University, USA)

Part 3: Cultural Meanings
13. Soulslikes and the Transcultural Gaming Experience
Alexander Hurezeanu (Toronto Metropolitan University, Canada)
14. Re-learning and Un-learning Asian Past and Present through Gaming
Jamie Wing Tung (University of Hong Kong)
15. Is There Such Thing as a Latinx Game?
Regina Mills (Texas A&M University, USA)
16. Synthetic Indigeneity: Creating Community and Culture in Digital Worlds
Ashlee Bird (Notre Dame University, USA)
17. Are Christian video games a (meaningful) thing?
Kevin Schut (Trinity Western University, Canada)
18. LARPing the Capitol: Fake News and ARGs in a Republic of Spam
Mark Nunes (Appalachian State University, USA)

Index

Product details

Bloomsbury Academic Test
Published 30 Oct 2025
Format Ebook (PDF)
Edition 1st
Extent 288
ISBN 9798765125571
Imprint Bloomsbury Academic
Series Approaches to Digital Game Studies
Publisher Bloomsbury Publishing

About the contributors

Anthology Editor

Gerald A. Voorhees

Gerald Voorhees is an Associate Professor of Commu…

Anthology Editor

Joshua Call

Josh Call is Professor of English at Grand View Un…

Anthology Editor

Matthew Wysocki

Matthew Wysocki serves as coordinator of Media Stu…

Anthology Editor

Betsy Brey

Betsy Brey is a PhD Candidate in English Language…

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