Video games are not only a consumer product for leisure time in our living rooms, via streaming services and at conventions - they are considered the central (pop) cultural phenomenon of the 21st century. Likewise, their analogue counterpart remains important as a part of social practices. Moreover, games are - indisputably - a rich and valuable subject of the humanities and social sciences alike. The relevance of this research area is reflected in the interdisciplinary Game Studies
series, which is a framework that encompasses thinnking about
and with games
. It gathers monographies, doctoral and postdoctoral theses, anthologies and essays.
Depending on the studies' respective focus, they appear in one of the following three subject-specific profiles: »Theory and Aesthetics« deals with the textual and philosophical analysis of games. Studies within this profile also discuss the ways in which games are a literary, cinematic, narrative, artistic and performative medium. The profile »Culture and History« is dedicated to the question of how games participate in life-world, cultural and historical discourses. Furthermore, it includes works that explore the didactic, mediating and transformational potential of games. Code aspects, rules, structures as well as technical conditions and game-specific production aesthetics are the focus of the profile »Design and Mechanics«.