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  • Book
  • © 2021

Game History and the Local

Palgrave Macmillan
  • Brings the local into focus, but also seeks to critically situate locality and locatedness in game history

  • Fills an important gap in the history of games

  • Anchored by leading scholars of game history

Part of the book series: Palgrave Games in Context (PAGCON)

Buying options

eBook USD 64.99
Price excludes VAT (USA)
  • ISBN: 978-3-030-66422-0
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
Softcover Book USD 84.99
Price excludes VAT (USA)
Hardcover Book USD 119.99
Price excludes VAT (USA)

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Table of contents (12 chapters)

About this book

This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography. Topics covered include: hyper-local games; temporal anomalies in platform arrival and obsolescence; national videogame workforces; player memories of the places of gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of ‘local’ game history.

Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Keywords

  • Game history
  • Localised game development
  • Video game localisation
  • Local game histiography
  • Digital game history
  • Electronic games
  • History of digitality
  • Computer games
  • History of consumption

Editors and Affiliations

  • Transformative Media Technologies, Swinburne University of Technology, Melbourne, Australia

    Melanie Swalwell

About the editor

Melanie Swalwell is Professor of Digital Media Heritage at Swinburne University of Technology, Australia. She is the author of Homebrew Gaming and the Beginnings of Vernacular Digitality (2021), and co-editor of Fans and Videogames: Histories, Fandom, Archives (2017) and The Pleasures of Computer Gaming (2008).

Bibliographic Information

Buying options

eBook USD 64.99
Price excludes VAT (USA)
  • ISBN: 978-3-030-66422-0
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
Softcover Book USD 84.99
Price excludes VAT (USA)
Hardcover Book USD 119.99
Price excludes VAT (USA)