The following is a list of books about video games, which range from development, theory, history, to game art design books.

Business Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made () by Jason Schreier Business & Legal Primer for Game Development () by Brian Green and S. Gregory Boyd Changing the Game: How Video Games Are Transforming the Future of Business () by David Edery and Ethan Mollick Gamers at Work: Stories Behind the Games People Play () by Morgan Ramsay Innovation and Marketing in the Video Game Industry: Avoiding the Performance Trap () by David Wesley and Gloria Barczak Online Game Pioneers at Work () by Morgan Ramsay Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution () by Dean Takahashi. The behind-the-scenes story of Microsoft's first gaming console reported by an award-winning journalist and gaming-industry expert. Not All Fairy Tales Have Happy Endings: The rise and fall of Sierra On-Line () by Ken Williams. The inside story of one of the first computer game companies that for a time, dominated the industry. Total Engagement: How Games and Virtual Worlds Are Changing the Way People Work and Businesses Compete () by Byron Reeves and J. Leighton Read The Video Games Textbook: History • Business • Technology () by Dr. Brian J. Wardyga We Weren't Facebook: A Scottish student led new start business revolution which didn't happen by Dr Malcolm A Sutherland: () : available from smashwords The Xbox 360 Uncloaked: The Real Story Behind Microsoft's Next-Generation Video Game Console () by Dean Takahashi. An insider's look at the evolution of the Xbox 360 and Microsoft's ambitious gamble to become a leading force in the multi-billion dollar video gaming industry. Xbox Revisited: A Game Plan for Corporate and Civic Renewal () by Robbie Bach. Microsoft's former Chief Xbox Officer outlines the business framework behind the Xbox and Xbox 360 launch.

Design and theory On the Way to Fun: an Emotion based Approach to Successful Game Design () by Roberto Dillon 8 Bits of Wisdom: Video Game Lessons for Real Life's Endbosses () by Andy Schindler Andrew Rollings and Ernest Adams on Game Design () by Andrew Rollings and Ernest W. Adams. The Art of Computer Game Design () by Chris Crawford is attributed by Wolf & Perron in The Video Game Theory Reader as being the first book devoted to the theory of video games. It was originally published in Berkeley, California by McGraw-Hill/Osborne Media in 1984 The Art Of Game Design () by Jesse Schell Balance of Power: International Politics As the Ultimate Global Game () by Chris Crawford Character Development and Storytelling for Games () by Lee Sheldon Chris Crawford on Interactive Storytelling () by Chris Crawford Creating Emotion in Games: The Craft and Art of Emotioneering () by David Freeman Designing Virtual Worlds () by Richard Bartle. Definitive work on MMO/virtual world development. Developing Online Games: An Insider's Guide () by Jessica Mulligan and Bridgette Patrovsky Digital Gameplay: Essays on the Nexus of Game and Gamer () edited by Nate Garrelts. Ecrire pour le jeu (writing for game) () by Emmanuel Guardiola, 2000, Edition Dixit, Paris Expressive Processing: Digital Fictions, Computer Games, and Software Studies () by Noah Wardrip-Fruin, Assistant Professor at University of California, Santa Cruz. Extra Lives: Why Video Games Matter () by Tom Bissell Fun Inc.: Why Games are the 21st Century's Most Serious Business () written by Tom Chatfield. A cultural and intellectual exploration of the multiple roles played by games in the 21st century and the myths and attitudes surrounding them. Gamelife: A Memoir () written by Michael Clune. Gamelife is part memoir of childhood in the eighties, part meditation on the imaginative world of computer games. Game Architecture and Design: A New Edition () by Andrew Rollings and Dave Morris. The Game Design Reader() by Katie Salen and Eric Zimmerman. Game Design: From Blue Sky to Green Light () by Deborah Todd Game Design: How to Create Video and Tabletop Games, Start to Finish() by Lewis Pulsipher (2012). Game Design: The Art and Business of Creating Games () Bob Bates. Game Design: Theory and Practice () by Richard Rouse III. Game Design Foundations, Second Edition () by Roger E. Pedersen. Game Design Workshop: Designing, Prototyping, and Playtesting Games () by Tracy Fullerton, with Steven Hoffman and Chris Swain. Game Interface Design () by Brent Fox. Game Work: Language, Power, and Computer Game Culture () by Ken S. McAllister. Gamer Theory () by McKenzie Wark. Half-Real: Video Games between Real Rules and Fictional Worlds () by Jesper Juul. Inside Electronic Game Design () by Arnie Katz and Laurie Yates. Introduction to Game Development () by Steve Rabin Level Up! The Guide to Great Video Game Design () by Scott Rogers. The Meaning and Culture of Grand Theft Auto: Critical Essays () edited by Nate Garrelts The Medium of the Video Game edited by Mark J. P. Wolf. More Than A Game: The Computer Game as Fictional Form () by Barry Atkins. Patterns in Game Design () by Staffan Bjork and Jussi Holopainen Play Between Worlds: Exploring Online Game Culture () by T. L. Taylor. Playing to Win by David Sirlin. Rules of Play : Game Design Fundamentals () by Katie Salen and Eric Zimmerman. Synthetic Worlds: The Business and Culture of Online Games () by Edward Castronova. The Business and Culture of Digital Games: Gamework and Gameplay () by Aphra Kerr. A Theory of Fun for Game Design () by Raph Koster. Trigger Happy (/) by Steven Poole. Examines video games in terms of their aesthetic appeal — what makes certain games more fun to play than others. It covers aspects such as the effective use of space and perspective in video games, rewards and progression through games, the design of an appealing video game character and the debate over violence in games. 21st Century Game Design () by Chris Bateman and Richard Boon Understanding Digital Games (/) by Jason Rutter and Jo Bryce. Understanding Minecraft: Essays on Play, Community and Possibilities () edited by Nate Garrelts The Philosophy of Computer Games () edited by John R. Sageng et.al. The Video Game Theory Reader edited by Mark J.P. Wolf and Bernard Perron. The Video Game Theory Reader 2 edited by Bernard Perron and Mark J.P. Wolf. The following are taken from Recommended Reading lists in the Centennial College Seminar Series: The Video Game Industry Lecture Series handouts (2005): Creating the Art of the Game by Matthew Omernick. "A great reference to great modelling and texturing techniques." Animating Real-Time Game Characters (Game Development Series): by Paul Steed. "Tips and tricks on game animation from the professionals in the industry, especially for the 3D Max [sic] artist." Game Modeling Using Low Polygon Techniques by Chad Walker and Eric Walker. "... For the beginner. Learn to design, sketch and model for low-polygon content." Ultimate Game Design: Building Game Worlds by Tom Meigs. "An insider[']s perspective on advanced techniques for creatiing [sic] compelling characters and vivid environments. Good reference for artists using Maya." Character Development and Storytelling for Games (Game Development Series) by Lee Sheldon. "An excellent writers['] aid in creating content and writing for characters in a game setting." Gaming 101: A Contemporary History of PC and Video Games by George Jones. Supercade: A Visual History of the Videogame Age 1971–1984 by Van Burnham.

Boss Fight Books A publisher that produces books exclusively about single video games, including: EarthBound: by Ken Baumann Chrono Trigger: by Michael P. Williams ZZT: by Anna Anthropy Galaga: by Michael Kimball Jagged Alliance 2: by Darius Kazemi Super Mario Bros. 2: by Jon Irwin Bible Adventures: by Gabe Durham Baldur's Gate II: by Matt Bell Metal Gear Solid: by Ashly & Anthony Burch Shadow of the Colossus: by Nick Suttner Spelunky: by Derek Yu World of Warcraft: by Daniel Lisi Super Mario Bros. 3: by Alyse Knorr Mega Man 3: by Salvator Pane Soft & Cuddly: by Jarett Kobek Kingdom Hearts II: by Alexa Ray Corriea Katamari Damacy: by L. E. Hall Final Fantasy V: by Chris Kohler Shovel Knight: by David L. Craddock Star Wars: Knights of the Old Republic: by Alex Kane NBA Jam: by Reyan Ali Breakout: Pilgrim in the Microworld: by David Sudnow (originally published in 1979) Postal: by Brock Wilbur & Nathan Rabin Red Dead Redemption: by Matt Margini Resident Evil: by Philip J. Reed The Legend of Zelda: Majora's Mask: by Gabe Durham Silent Hill 2: by Mike Drucker Final Fantasy VI: by Sebastian Deken

Gaming Compendiums

Collecting Cartridges: The Price Guide for Classic Video Game Collectors () By Michael S. Richardson. The Atari VCS (2600), 5200, 7800, Mattel Intellivision, Coleco Colecovision and Milton Bradley Microvision. Collecting Cartridges is much more than a book, for many it's a passion – likely the closest thing to a time machine to our childhoods and a period of time where video game consoles were a completely new concept. It's technology that demands a fascination, not just by those of us that lived it, but by future generations who wish to enjoy part of this unique period of time. This guide is a work of love. It came about through the lack of any other detailed price guide that was really reflective of what classic video games, in similar conditions, were selling for. The information took years to compile, but became a personal resource being referenced regularly. There was no reason that if one person found it helpful, many others might as well. The layout of this guide is extremely simple to reference. It explains, through words and pictures, how to categorize any particular game title by its condition. The game titles are then broken down by console, publisher and name. Each title generally has multiple conditions reflective of what the same game would be bought and sold for. Most important is the fact that these prices are, in no way, arbitrary. The prices are an average of each title's actual selling price. Formulas are used to fill in the value of each game under varying conditions. Great care has also been provided to reference the author(s) of each game. These designers were the proverbial 'rock stars' of the day. Part of the enjoyment of collecting is getting to know each programmer and their library of work. This guide contains an appendix which provides a very thorough cross reference. Along with historical information on each console and adding a few fond memories, this guide should be a part of any classic gamer's library. "Don't pay too much or accept too little. If you have anything to do with classic video game systems, you need this guide. This is the most accurate way of determining a game's value." Published April 24, 2017.

The 100 Greatest Console Video Games: 1977-1987 () by Brett Weiss. Here are the best of the early video games, shown in over 400 color photos and described in incredible detail in the entertaining and informative text. Each game's entry features production history, critical commentary, quotes from industry professionals, gameplay details, comparisons to other games, and more. Published in 2014 by Schiffer.

1001 Video Games You Must Play Before You Die () is a book about 1001 video games worth playing. The main editor is Tony Mott, editor-in-chief of Edge, as well as other gaming journalists. It also includes a preface from Peter Molyneux.

101 Video Games To Play Before You Grow Up () is a children's book by Ben Bertoli featuring 101 video game series worth playing as a child. It includes a synopsis of each series, interesting trivia, and a section for readers to make notes on their favorite games or levels.