'An Introduction to Game Studies at the University of Tokyo' to be Released on April 11th — To Know Games is to Know Humanity
On April 11, Sekai Bunka Sha will release the book 'An Introduction to Game Studies at the University of Tokyo.' Based on lectures from the University of Tokyo, it explains the impact of games on society and people, with individual titles as the main focus. It's a book that conveys the academic value and fun of the culture of gaming.
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- 📰 Published: April 8, 2026 at 20:00
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Sekai Bunka Sha Publishing Inc. (Chiyoda-ku, Tokyo) will release the book 'An Introduction to Game Studies at the University of Tokyo' (by Hiroshi Yoshida) on Saturday, April 11th.
♦ How have games been created, played, and how have they influenced people and society?
The world's gaming population is now 3 billion. It may no longer be possible to talk about humanity without mentioning games. To know games is to know humanity.
This book does not simply record the lectures the author actually gives at the University of Tokyo. Instead, it reconfigures them by placing each individual game—which usually plays a supporting role as a case study for explaining theories and topics in his usual lectures—back in the leading role.
Each chapter is named after a specific game title, making the significance and fun of game studies easy for readers to understand.
(Image Caption: From Chapter 2 'Space Invaders', the computer became the 'enemy' / Introduction of the microprocessor (CPU))
(Image Caption: Title page of Chapter 9 'Super Mario Bros.')
♦ CONTENTS - Main Contents of this Book
Introduction: To Know Games is to Know Humanity
Chapter 1: Creation Born from Imitation and Appropriation — 'Pong'
Chapter 2: The Computer is Attacking! — 'Space Invaders'
Chapter 3: The Origin of Nintendo's Digital Games — Game & Watch
Chapter 4: A Digitized Game of 'Tag' — 'Pac-Man'
♦ How have games been created, played, and how have they influenced people and society?
The world's gaming population is now 3 billion. It may no longer be possible to talk about humanity without mentioning games. To know games is to know humanity.
This book does not simply record the lectures the author actually gives at the University of Tokyo. Instead, it reconfigures them by placing each individual game—which usually plays a supporting role as a case study for explaining theories and topics in his usual lectures—back in the leading role.
Each chapter is named after a specific game title, making the significance and fun of game studies easy for readers to understand.
(Image Caption: From Chapter 2 'Space Invaders', the computer became the 'enemy' / Introduction of the microprocessor (CPU))
(Image Caption: Title page of Chapter 9 'Super Mario Bros.')
♦ CONTENTS - Main Contents of this Book
Introduction: To Know Games is to Know Humanity
Chapter 1: Creation Born from Imitation and Appropriation — 'Pong'
Chapter 2: The Computer is Attacking! — 'Space Invaders'
Chapter 3: The Origin of Nintendo's Digital Games — Game & Watch
Chapter 4: A Digitized Game of 'Tag' — 'Pac-Man'