What Games Mean

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A01=Brandon L. Sichling
aesthetic theory
art theory
Author_Brandon L. Sichling
Category=A
Category=JBCT
Category=UGN
Category=UMK
critical analysis
eq_art-fashion-photography
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_society-politics
forthcoming
game criticism
game design
game development
interactive media

Product details

  • ISBN 9781041277392
  • Dimensions: 152 x 229mm
  • Publication Date: 12 Oct 2026
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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What Games Mean: Understanding Games as Art relates games to established artforms through painting movements, auteur theory, music albums, and documentary. Each chapter discusses the history of the art movement in question and then reads games through those lenses. By defamiliarizing games by thinking about them with atypical genre and form, What Games Mean helps create a common language between tabletop and video games and other kinds of art.

This book is about enjoying games in different dimensions as well as offering strategies for game makers to think about their own work and process. Professionals and students can look at games from different perspectives and gain new approaches to how they work.

All this is done considering the roles and responsibilities of artists. These ethical questions are considered in relation to 20th century art and how it relates to advertisement and propaganda, labor movements and workers’ rights in games industries, and how game makers can best interact with their audiences.

Brandon L. Sichling makes games, books, comics, and movies and teaches game design at Northeastern University in Boston. Their work focuses on gender and generational trauma (they are great at parties). Most of their work can be found at brandonlsichling.itch.io and they have a poem in the upcoming Pieces of Salem collection.

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