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There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film, and cultural studies degree programs. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introduction to the range of literatures and approaches currently contributing to digital game research. Each of the chapters outline key theoretical perspectives, theorists, and literatures to demonstrate their relevance to, and use in, the study of digital games.