Gaming involves complex transdisciplinary social, cultural, and technological practices that occur across multiple platforms, devices, and settings. This series features work that explores innovative and revitalized meaning-making practices that occur when people design, observe and/or play digital and nondigital games in various contexts. In this way, the series highlights the nuances of the participatory, socially responsive ecologies that are essential to game play and that may inform culture writ large.
The Gaming Ecologies and Pedagogies Series series includes work from a variety of disciplines, including, but not limited to, sociology, anthropology, history, cultural studies, human computer interaction, communication studies, computer sciences, business, education, literacy, and linguistics. In short, the series features work that engages discussions about gaming in one or more of the social sciences.
Manuscripts should be a minimum of 80,000 words in length, inclusive of footnotes and bibliography, and may incorporate illustrations or other visual materials. The editors welcome proposals for original monographs, edited volumes, translations, and critical editions of primary sources. Submissions may be conceptual, theoretical, or empirical in approach, must be written in English, and should conform to APA 7 guidelines and standards.
Brill is in full support of Open Access publishing and offers the option to publish your monograph, edited volume, or chapter in Open Access. Our Open Access services are fully compliant with funder requirements. We support Creative Commons licenses. For more information, please visit Brill Open or contact us at openaccess-brill@degruyterbrill.com.
A paperback edition of each title in the series, available for individual purchase only, will be released approximately 12 months after the hardcover publication.
For application-oriented texts, we ask that prospective authors look at the Gaming Ecologies in Practice subseries requirements.
Series Editors:
Hannah R. Gerber, Sam Houston State University
Sandra Schamroth Abrams, St. John’s University
The Gaming Ecologies and Pedagogies Series is aimed at an academic and research-focused readership, including scholars, educators, and advanced students in sociology, anthropology, cultural studies, history, communication studies, human-computer interaction, education, literacy, linguistics, and computer or social sciences. It appeals to those interested in the social, cultural, and technological dimensions of gaming, exploring how digital and nondigital games are designed, played, and observed across diverse contexts. The series is particularly relevant for interdisciplinary researchers investigating participatory, socially responsive gaming ecologies and their broader cultural, educational, and societal implications.