Pluralist Game Studies: Practical Tools for the Crisis of(Inter)disciplinarity

Game Studies, as an "interdisciplinary" field is and always has been in crisis. While the majority of thinkers, scholars, and pedagogues on games agree on a common goal of diversity, inclusivity and beneficial conflict, there is little agreement on how to get there. This piece reframes the history of interdisciplinarity as a crisis on two fronts: ideological and material (inter)disciplinarity. The text then argues for a particular solution to these sticky problems: pluralist game studies. Pluralist game studies is then explicated as having three practical approaches to enable the vision of game studies we all seem to want: anti-disciplinary, anti-qualification, and anti-exclusionary practices and spaces. The text concludes that these are not required of all game studies spaces, but in order for a healthy (inter)discipline, a certain percentage in pedagogy, conferences, and journals should exist. It concludes by highlighting spaces that already feature these techniques and ideology.

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Published
2025-06-16
DOI
https://doi.org/10.26503/dl.v2025i2.2463
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Pluralist Game Studies: Practical Tools for the Crisis of(Inter)disciplinarity

Leland Masek Masek
Digital Games and Media
article

Pluralist Game Studies: Practical Tools for the Crisis of(Inter)disciplinarity

Leland Masek Masek
article en

Abstract

Game Studies, as an "interdisciplinary" field is and always has been in crisis. While the majority of thinkers, scholars, and pedagogues on games agree on a common goal of diversity, inclusivity and beneficial conflict, there is little agreement on how to get there. This piece reframes the history of interdisciplinarity as a crisis on two fronts: ideological and material (inter)disciplinarity. The text then argues for a particular solution to these sticky problems: pluralist game studies. Pluralist game studies is then explicated as having three practical approaches to enable the vision of game studies we all seem to want: anti-disciplinary, anti-qualification, and anti-exclusionary practices and spaces. The text concludes that these are not required of all game studies spaces, but in order for a healthy (inter)discipline, a certain percentage in pedagogy, conferences, and journals should exist. It concludes by highlighting spaces that already feature these techniques and ideology.

Tampere University (FI)
Reduced inequalities
Openalex Percentile: Top 78%
Digital Games and Media
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