69 books like Supercade

By Van Burnham,

Here are 69 books that Supercade fans have personally recommended if you like Supercade. Shepherd is a community of 10,000+ authors and super readers sharing their favorite books with the world.

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Book cover of Persuasive Games: The Expressive Power of Videogames

John Wills Author Of Gamer Nation: Video Games and American Culture

From my list on video games and popular culture.

Why am I passionate about this?

I’m a university academic who writes and teaches on American popular culture. I’ve played video games all my life—I remember first playing Breakout and Boot Hill at the local arcade back in the late 1970s as a young child, and yes, I had an Atari VCS. Today, I write, teach, and exhibit work on the history of video games, especially how games depict and connect with the USA. I still play video games, probably too much, and my favorite console is the Sega Dreamcast.

John's book list on video games and popular culture

John Wills Why did John love this book?

Persuasive Games is about how games persuade you, of ideas, what to buy, how to vote, how to live and more. It is a brilliantly inventive title from an established Game Studies scholar with a knack for original thought. Bogost brings in all kinds of little-known games to highlight his themes, and for me, it is just one of those books that you come back to for ideas and inspiration.

By Ian Bogost,

Why should I read it?

1 author picked Persuasive Games as one of their favorite books, and they share why you should read it.

What is this book about?

An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties.

Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field…


Book cover of Atari Age: The Emergence of Video Games in America

John Wills Author Of Gamer Nation: Video Games and American Culture

From my list on video games and popular culture.

Why am I passionate about this?

I’m a university academic who writes and teaches on American popular culture. I’ve played video games all my life—I remember first playing Breakout and Boot Hill at the local arcade back in the late 1970s as a young child, and yes, I had an Atari VCS. Today, I write, teach, and exhibit work on the history of video games, especially how games depict and connect with the USA. I still play video games, probably too much, and my favorite console is the Sega Dreamcast.

John's book list on video games and popular culture

John Wills Why did John love this book?

Atari Age is a wonderful title with possibly the best book cover ever (for any retro games aficionado anyhow!). Newman researches with skill the advent of video games in the United States, looking at how people became gamers, and exploring life in the arcades, and playing Atari VCSs for the first time at home. It’s a seriously good history book.  

By Michael Z. Newman,

Why should I read it?

1 author picked Atari Age as one of their favorite books, and they share why you should read it.

What is this book about?

The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful).

Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video…


Book cover of Rockstar Games and American History: Promotional Materials and the Construction of Authenticity

John Wills Author Of Gamer Nation: Video Games and American Culture

From my list on video games and popular culture.

Why am I passionate about this?

I’m a university academic who writes and teaches on American popular culture. I’ve played video games all my life—I remember first playing Breakout and Boot Hill at the local arcade back in the late 1970s as a young child, and yes, I had an Atari VCS. Today, I write, teach, and exhibit work on the history of video games, especially how games depict and connect with the USA. I still play video games, probably too much, and my favorite console is the Sega Dreamcast.

John's book list on video games and popular culture

John Wills Why did John love this book?

This book is just out and reflects the latest scholarship in historical game studies by a new leading academic. Wright’s book tackles one of the biggest players in the video game industry, Rockstar Games, and seeks to understand how Rockstar plays with American history, culture, and our notions of authenticity. Essential reading. 

By Esther Wright,

Why should I read it?

1 author picked Rockstar Games and American History as one of their favorite books, and they share why you should read it.

What is this book about?

For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar's franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses.



But what does Rockstar's version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar's games and a range of official communications and promotional materials, this book…


Book cover of Homo Ludens: A Study of the Play-Element in Culture

John Wills Author Of Gamer Nation: Video Games and American Culture

From my list on video games and popular culture.

Why am I passionate about this?

I’m a university academic who writes and teaches on American popular culture. I’ve played video games all my life—I remember first playing Breakout and Boot Hill at the local arcade back in the late 1970s as a young child, and yes, I had an Atari VCS. Today, I write, teach, and exhibit work on the history of video games, especially how games depict and connect with the USA. I still play video games, probably too much, and my favorite console is the Sega Dreamcast.

John's book list on video games and popular culture

John Wills Why did John love this book?

Originally written in 1938 in Dutch (Huizinga was a Dutch cultural theorist), Homo Ludens contemplates the meaning and function of play in society. It’s a seminal text, widely cited by anyone who researches games (including video games), and really gets you thinking about what we mean by ‘play’. It also predates the commercial video game industry by some 30-40 years but still speaks to the mechanics and appeal of gaming.

By Johan Huizinga,

Why should I read it?

1 author picked Homo Ludens as one of their favorite books, and they share why you should read it.

What is this book about?

First published in 1998. Routledge is an imprint of Taylor & Francis, an informa company.


Book cover of Game Over, Pete Watson

Sylv Chiang Author Of Tournament Trouble

From my list on middle grade for kids who love video games.

Why am I passionate about this?

I am a middle grade teacher who loves to read. Many of my students prefer to play video games. In fact, some of them have a real aversion to reading. Since I know reading ability is a huge factor in a student’s academic success, I’m always looking for great books to get students to put down their controllers and read. When I couldn’t find many, I was inspired to write the CROSS UPS TRILOGY. I’m confident that the books on this list will lure young gamers into their covers with gaming themes, humor, and relatable characters. 

Sylv's book list on middle grade for kids who love video games

Sylv Chiang Why did Sylv love this book?

This zany story about a gamer is packed full of laughs. Pete is looking forward to the release of a new game, but when he sells his dad’s old gaming console to afford the new game, things go really wrong, really fast. Let’s just say that was no gaming console he sold and now his dad is trapped in a video game. Pete has to save his dad, (and the world) by entering the game and winning! 

While I usually don’t like the whole getting-sucked-into-the-game trope, it totally works for this silly style of humor. Illustrations along the way don’t just break up the text, they add to the laughs.

By Joe Schreiber, Andy Rash (illustrator),

Why should I read it?

1 author picked Game Over, Pete Watson as one of their favorite books, and they share why you should read it.

What is this book about?

Stormbreaker meets Diary of a Wimpy Kid in this hysterically funny, fast-paced novel that follows video game obsessed Pete Watson as he discovers the only thing scarier than espionage is the girl of his dreams. Mega-gamer Pete Watson needs just twenty dollars more to buy the all-new Brawl-A-Thon 3000 XL. So he sells a beat-up CommandRoid 85 arcade game containing top-secret government intel! owned by his boring old dad super-spy trapped inside the CommandRoid!, to an exterminator evil mastermind bent on global destruction!!! Pete's gaming skills are put to the test as he fights evil villains, giant mechanical bugs, and…


Book cover of Extra Lives: Why Video Games Matter

Doug Walsh Author Of The Walkthrough: Insider Tales from a Life in Strategy Guides

From my list on the video game industry.

Why am I passionate about this?

Doug Walsh is the author of over one hundred officially licensed video game strategy guides for BradyGames and Prima Games. From Diablo to Zelda, his work covered nearly every major gaming franchise for two decades.

Doug's book list on the video game industry

Doug Walsh Why did Doug love this book?

This smart and at-times hilarious book takes serious, analytical, video game criticism and runs it through the meatgrinder of the gaming- and drug-addicted mind of an adult player. It is a memoir, a love story, and a guide to understanding why, as the title suggests, video games absolutely matter.

By Tom Bissell, Tom Bissell,

Why should I read it?

1 author picked Extra Lives as one of their favorite books, and they share why you should read it.

What is this book about?

In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games.
 
In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the…


Book cover of Treasure Hunt

Maxine Rose Schur Author Of Finley Finds His Fortune

From my list on children’s stories with the magic of three.

Why am I passionate about this?

I teach writing for children and I’ve analyzed the elements that make a winning story. One of these elements is the magic of three. My idea for Finley Finds his Fortune, was sparked by a desire to write a folk tale with the magic of three and also by my visit to Whitechurch, the last working watermill in England. I was awed by the power and beauty of its water wheel so I wove a water mill into my story. To do this, I had to first study how a mill works. That’s what I love about writing children’s booksthat I can explore my own personal interests and passions.

Maxine's book list on children’s stories with the magic of three

Maxine Rose Schur Why did Maxine love this book?

Often, the magic of three is not so obvious. In the newly-published picture book, Treasure Hunt by Stephanie Wildman, three children play a new game. Older brother Luis turns his two younger siblings away from video games by creating a scavenger hunt in which they must use riddles as clues to gather ordinary household objects. And yes, they get three clues and so three chances to gather all the objects, which then become the materials to create a puppet show using a discarded cardboard box the new stove came in as the stage. The use of three here, as in all stories, produces a feeling of a satisfying completion. This is a mystery story for children 3-8 with a surprise ending and guidance for kids on how to make simple puppets.

By Stephanie Wildman, Estefanía Razo (illustrator),

Why should I read it?

1 author picked Treasure Hunt as one of their favorite books, and they share why you should read it.

What is this book about?

In this light-hearted story, twins Flor and Roberto scamper through their house, hunting for treasure hidden by big brother, Luis. Can these everyday objects really be treasures that offer more fun than video games or TV? Join Flor and Roberto on their search and discover why Luis saved a gigantic cardboard box. Bonus content provides direction for creating your own at-home fun!


Book cover of Breakout: Pilgrim in the Microworld

Caleb J. Ross Author Of Suddenly I was a Shark! My Time with What Remains of Edith Finch

From my list on to defend your video game obsession to non-gamers.

Why am I passionate about this?

I’m a lifelong video game obsessive. I think about video game worlds and my relationship with them in the ways most people think about family vacations to the beach or a trip with friends to Las Vegas. Every game I play is an opportunity to experience a new world, and a new culture, and to change myself along the way. Video games are a younger industry than either the music industry or the movie industry, but it’s more than 2.5x bigger than those two industries combined! There are reasons humans are so enamored by video games. The books on my list explore those reasons.

Caleb's book list on to defend your video game obsession to non-gamers

Caleb J. Ross Why did Caleb love this book?

David Sudnow’s Breakout: Pilgrim in the Microworld is perhaps the earliest account of a person’s obsession with a video game.

Sudnow’s diary-like approach to his relationship with the 1976 arcade game Breakout is captivating. It reads like improv jazz (which isn’t surprising considering Sudnow himself was an accomplished jazz pianist).

For example, here’s Sudnow describing the moments before starting the final phase of his longest game so far: “I feel the attempted seduction of the long lobbing interim, a calm before the storm, the action so laid back that I’m consciously elaborating a rhythm to be ready, set, go for a slam.”

Sudnow shows us that what might seem like simple bleeps and bloops to most people can instead be a life-affirming awakening to others. And how can something so powerful not warrant respect?

Tell your non-gaming friends: video games are poetry!

By David Sudnow,

Why should I read it?

2 authors picked Breakout as one of their favorite books, and they share why you should read it.

What is this book about?

Just as the video game console market was about to crash into the New Mexico desert in 1983, musician and sociologist David Sudnow was unearthing the secrets of “eye, mind, and the essence of video skill” through an exploration of Atari's Breakout, one of the earliest hits of the arcade world.

Originally released under the title Pilgrim in the Microworld, Sudnow's groundbreaking longform criticism of a single game predates the rise of serious game studies by decades. While its earliest critics often scorned the idea of a serious book about an object of play, the book's modern readers remain fascinated…


Book cover of Love and Electronic Affection: A Design Primer

Kat Schrier Author Of We the Gamers: How Games Teach Ethics and Civics

From my list on why games might save humanity.

Why am I passionate about this?

I first realized the power of games when I won the Geography Bee in my elementary school. I had been playing Carmen Sandiego, which encouraged me to study maps and read almanacs. I started to see how games could motivate interest in all different topics. But I didn’t realize I could make games until I was a graduate student at MIT, and I made an augmented reality game to teach history. Since then I have been designing games to inspire connection, care, and curiosity. I am Associate Professor and Director of Games at Marist College, and I have designed media for organizations like the World Health Organization, Scholastic, and Nickelodeon.

Kat's book list on why games might save humanity

Kat Schrier Why did Kat love this book?

If we want to heal the world, we first need a little love. Some might not associate games with emotions, care, and love, but they couldn’t be more wrong. I think about all the virtual creatures, critters, characters, and real friends that I have connected with through games. Love and Electronic Affection provides a fantastic overview of love and affection in games like Dragon Age, Life is Strange, and Bioshock.

By Lindsay D. Grace,

Why should I read it?

1 author picked Love and Electronic Affection as one of their favorite books, and they share why you should read it.

What is this book about?

Love and Electronic Affection: A Design Primer brings together thought leadership in romance and affection games to explain the past, present, and possible future of affection play in games. The authors apply a combination of game analysis and design experience in affection play for both digital and analog games. The research and recommendations are intersectional in nature, considering how love and affection in games is a product of both player and designer age, race, class, gender, and more. The book combines game studies with game design to offer a foundation for incorporating affection into playable experiences.

The text is organized…


Book cover of Tomorrow, and Tomorrow, and Tomorrow

Victoria Gosling Author Of Bliss & Blunder

From my list on novels inspired by the digital age.

Why am I passionate about this?

I’m the author of two novels, both of which explore the impact of the digital age on my characters’ lives. I’m old enough to have experienced being a teenager before the Internet but young enough to have used it all my adult life. I can’t forget the before-times! While I’ve benefitted a lot from what the tech industry calls Web 2.0, I’m also really alive to the losses: social, economic, personal, and existential. From our work lives to our communities to our health and sex lives–nowhere is free from technology’s influence. We are living in fascinating and dangerous times.

Victoria's book list on novels inspired by the digital age

Victoria Gosling Why did Victoria love this book?

This book is both heartbreaking and joyous; it’s a love letter to computer games and the power of friendship.

Grief and trauma inform the story, but it’s so life-affirming and an absolute must-read for anyone who is a gamer or who has fond memories of playing computer games in their youth. 

By Gabrielle Zevin,

Why should I read it?

21 authors picked Tomorrow, and Tomorrow, and Tomorrow as one of their favorite books, and they share why you should read it.

What is this book about?

* AMAZON'S #1 BOOK OF 2022 *

Tomorrow, and Tomorrow, and Tomorrow takes us on a dazzling imaginative quest, examining identity, creativity and our need to connect.

This is not a romance, but it is about love.

'I just love this book and I hope you love it too' JOHN GREEN, TikTok

Sam and Sadie meet in a hospital in 1987. Sadie is visiting her sister, Sam is recovering from a car crash. The days and months are long there, but playing together brings joy, escape, fierce competition -- and a special friendship. Then all too soon that time is…


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