Intellect is proud to support the MAMG 2023 Twitter Conference
The Middle Ages in Modern Games conference will take place 6-9 June online. More information about the conference can be found here.
To obtain 30% off online book purchases please use the code INTELLECT30 at the checkout. Check out the Studies in Game Sound & Music series, the Fan Phenomena series and Planet Cosplay, all included within the discount.
We publish a range of relevant journals, including Journal of Gaming & Virtual Worlds, Journal of Fandom Studies, Virtual Creativity and many more.
See our full journals selection here. View our information for librarians here.
We are looking to contract new books and reach out to new journal contributors within the subject areas of game studies, game sound and music, fandom studies, VR and much more. For more information on publishing with us click here.
Please contact firstname.lastname@example.org if you'd like to discuss a proposal.
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This collection of essays addresses the fascinating intersection between nostalgia and videogame music. From Nintendo to PlayStation, Zelda to Bioshock, and cult to classic games – this anthology takes readers on a musical journey into personal, historical and virtual pasts. 15 b/w illus.
This is the first book-length study of the music of Nobuo Uematsu, and focuses on his Final Fantasy soundtracks, exploring the dynamic relationship between the music and the stories behind the beloved video game series. Contributors are music and game scholars, based in the USA and UK. Foreword by William Gibbons. 95 b/w illus.
Discusses the use of music in a well-loved and culturally significant game – Ocarina of Time. Examining music in different contexts, it identifies music’s role and function within the game and in gameplay overall, and uses this to investigate wider issues in music and media studies and fan cultures. New in paperback. 119 b/w illus.
Planet Cosplay is authored by widely published scholars in this field, examining the central aspects of cosplay ranging from sources and sites to performance and play, from sex and gender to production and consumption.
The first book to comprehensively engage with Disney fans and the company's relationship with them, spanning theme parks, film, television, stage productions and novels, as well as a variety of fannish interventions. It addresses timely issues such as race and queerness, the Covid- 19 pandemic and the advent of Disney+. 20 b&w illus. New Books Network (New Books in Film) interview with Sabrina Mittermeier
The first book to address the films holistically and from a variety of cultural perspectives, Fan Phenomena: Star Wars explores numerous aspects of Star Wars fandom, from its characters to its philosophy. Academically informed but written for a general audience, this book will appeal to every fan and critic of the films.
The peer-reviewed Journal of Gaming & Virtual Worlds explores the cultural effects of gaming and virtual worlds across platforms and genres, as their increasing popularity begins to affect culture as a whole. It also critically evaluates cutting-edge market trends and technological developments. Journal of Gaming & Virtual Worlds gratefully acknowledges the assistance of the University of Alberta, Canada. This title is indexed with Scopus and the Web of Science’s Emerging Sources Citation Index (ESCI). For more information, to access the journal or to subscribe visit the Discover platform here.
Journal of Fandom Studies seeks to offer scholars a dedicated, peer-reviewed publication that promotes current scholarship into the fields of fan and audience studies across a variety of media. We focus on the critical exploration, within a wide range of disciplines and fan cultures, of issues surrounding production and consumption of popular media (including film, music, television, sports and gaming). For more information, to access the journal or to subscribe visit the Discover platform here.
Virtual Creativity (VCR) is an academic peer-reviewed journal focusing on creativity in online virtual worlds and platforms, as well as in contemporary media art practices and applied contexts. Pieces exploring digital creativity are sought from the perspective of Art, Science and Technology. Examining a widespread field of discourse, VCR seeks to engage with ways in which the virtual reflects on the implications of the physical. Formerly published as Metaverse Creativity, 2010–2016 (ISSN: 20403550, Online ISSN: 20403569). This title is indexed with Scopus. For more information, to access the journal or to subscribe visit the Discover platform here.