Computer Games and New Media Cultures

A Handbook of Digital Games Studies

  • Johannes Fromme
  • Alexander Unger

Table of contents

  1. Front Matter
    Pages i-viii
  2. Johannes Fromme, Alexander Unger
    Pages 1-28
  3. Computer Games and Game Analysis

  4. The Player–Game Relation

  5. Users, Uses and Social Contexts of Computer Games

    1. Front Matter
      Pages 293-293
    2. Dorothee M. Meister, Jörg Müller-Lietzkow, Eckhard Burkatzki, Sonja Kröger
      Pages 295-315
    3. Sven Jöckel, Leyla Dogruel
      Pages 343-356
    4. Christopher Blake, Christoph Klimmt
      Pages 357-369
  6. Game and Player Cultures

  7. Educational Approaches and Learning

    1. Front Matter
      Pages 541-541
    2. Michael T. Giang, Yasmin B. Kafai, Deborah A. Fields, Kristin A. Searle
      Pages 543-555
    3. Jennifer Jenson, Suzanne de Castell, Nicholas Taylor, Milena Droumeva, Stephanie Fisher
      Pages 585-602
  8. Back Matter
    Pages 679-710

About this book


Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications.

As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.


World of Warcraft computer games digital game studies digital games game analysis game and player cultures game cultures game studies games and learning media education online games popular culture video games

Editors and affiliations

  • Johannes Fromme
    • 1
  • Alexander Unger
    • 2
  1. 1., Institute for Educational ScienceUniversity of MagdeburgMagdeburgGermany
  2. 2., School of EducationUniversity of HamburgHamburgGermany

Bibliographic information