Rise of the Videogame Zinesters : How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives Are Taking Back an Art Form by Anna Anthropy- Book Review

I started this website in 2013 for a couple of reason; to show my passion for video games and share my thought but also to move the conversation forward on gaming culture. I found that often there was a culture of insularity among many gaming sites, often only covering the big AAA titles. I wanted to cover the weird, quirky, strange and fringe games from the point of view of an educationalist, a teacher, as well as an enthusiast and gamer. I thought, and still think, that some games can be used as a contextual hub for learning. There were a few sites and books that I have found along the way that I feel move the conversation forward and allow the marginalised and non-mainstream to share their views but for the most part these were under-represented. Now it is much easier to find diverse, personal and insightful writing about video games from the perspective of an often underrepresented audience. I have found many articles that have spoken to me and pieces that have made me think about games and gaming culture at a higher level.

Books about videogames

I love reading about videogames.

Games can deliver sophisticated social and political commentary and many game makers are acutely aware of this, creating forums, website and safe spaces for these conversations and flow of ideas to occur.

I recently read the much lauded ‘Rise of the Videogame Zinesters : How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives Are Taking Back an Art Form’ by Anna Anthropy and even though it is nearly a decade old, some of the topics and issues it covers are still relevant.

Even though it is over a decade old, this book still covers quite a lot of still relevant themes and ideas.

It's book is a quick journey through the videogame timeline as well as a manifesto for inspiring DIY game-making. The main thrust of the book is that videogames are easier to make than ever and that they are great way to share your ideas in a dynamic way. Through her own personal journey, she recounts the issues she’s had along the way and the barriers often put up by the bigger companies who often play it safe with the iterative games they often make.

The book was a great read, highlighting issues that still persist nearly 10 years after the book was made; lack of positive representation of the LGBTQ+ community, lack of diversity in appointments in the upper echelons of the big AAA companies and generally the abundance of violence in the most popular franchises. She also presciently discusses toxic workplace environments with abuse and mismanagement, crunch and the lack of security within the industry. All this was before the #Gamergate and #MeToo movement and Anthropy called it before it reached mainstream.

I’m glad that much of what she discusses has moved on with the Indie boom allowing more exciting and innovative games with a wider voice being carried but some of the more toxic elements covered still remains.

Overall, the book is well worth a read and might inspire you to make that one great game you always dreamed of. Also, it might inspire you to try new games and genres and engage with things you don’t know about or understand. Videogames have the power to open our minds to new experiences and change the way we see the world.

LINK- The Offworld Collection

LINK- Nintendo: My One True Gaming Constant

LINK- The Unofficial NES/ Famicom Compendium

LINK- Twin Peaks: The Return Series Review

LINK: Japan: My Journey to the East

LINK- The Future Starts Here: An Optimistic Guide to What Comes Next- Book Review

LINK- On And On And Colston ( Or, How We Kinda Sort of Learned to Talk About the Legacy of Colonialism and the British Empire)