We wish to acknowledge and thank the following people for their contributions to this guide:
This resource is meant to help introduce and orient users to all of the collections relevant to games and gaming at IU Libraries, support gaming-related programs at Indiana University, and facilitate research and teaching on games, gaming, game studies, and game design more broadly. This includes an overview of research resources relevant to game studies, game history, and game design; a summary of our electronic game, game console, and tabletop game collections; information about using our collections and the Media Services unit of the Libraries; and special features relevant to gaming, such as an introduction to gaming "generations," identity and representation in games, and a playlist of video game music from across time.
The subject specialists and collection managers for the gaming collections are nicholae cline & Monique Threatt. If you would like to contact them, please use the profile box located on the left-hand side of this page. If you would like to request a purchase for our collections, you can use this form. We also welcome potential donations of games and gaming-related items for our collections; please reach out to us if you would like to discuss a potential donation.
To navigate through this guide, you can use the links we've provided in this introduction or the navigation menu on the left-hand side of the guide.
Tabletop role-playing games (TTRPGS, often called pen-and-paper games) are games where players take on the part of one or more characters each: making decisions for the character, describing their actions and words, and often using dice to determine the outcome. A typical game is overseen by a game master who controls the non-player characters, sets up puzzles, and describes other challenges in the game world. Popular examples of the genre include Dungeons & Dragons, Vampire: The Masquerade, and Call of Cthulhu, but there are hundreds of others in active use around the world (see the tab "A Genre Flourishes").
The modern style of play traces its origins to the 1970s, but the history of TTRPGs encapsulates the war games of military education and planning, other board games, improvised theater, and the conventions of genre fiction. As a persistent and popular cultural phenomenon, it's also become the subject of much scholarship.
Getting started in role-playing games studies.
Gary Gygax and Dave Arneson, the co-creators of D&D, met at the second Gen Con in 1969 when it was still located in Geneva, Wisconsin. The pair would bond not only over their love of fantasy fiction but over tactical miniature wargaming, which was the focus of the convention at the time. It was the combination of Gygax’s fantasy wargaming rules (Chainmail) and Arneson’s Blackmoor setting which sparked the metamorphosis of wargaming into roleplaying games.
War games have a much deeper history, being used not only as a pastime but for the training of military officers, and various rules have been written for every style of play, from deep tactical simulation to children’s entertainment.
Historical rulebooks that IU accounts may access or check out.
Strategos: A Series of American Games of War by Charles Adiel Lewis Totten, 1851-1908. [Hathi Trust.]
Publication Date: 1880
First published in 1880 for the US Army, Strategos was a training tool, beginning with introductory scenarios and working toward more complex ones. The game could be played on a board or on maps with miniatures and terrain elements.
Publication Date: 1913.
Little Wars is a set of rules for miniature wargaming, written by English novelist H. G. Wells. The full title is reflective of its era, Little Wars: A Game for Boys from Twelve Years of Age to One Hundred and Fifty and for That More Intelligent Sort of Girl Who Likes Boys' Games and Books. Along with fairly simple rules for infantry and cavalry, the artillery rules involved using a toy gun to knock down enemy soldiers.
Recent scholarship of the history of the genre and the shift to modern RPGs.
In 2024 the creators and players of Dungeons & Dragons celebrated 50 years since the original edition was released. Designers Gary Gygax and Dave Aarneson could never have known how their creation would inspire countless hours of fun and creativity and create an entirely new publishing market and game genre. Business difficulties were apparent from the start and would continue to plague the game’s owners across multiple editions and three parent companies.
Though it has many competitors today, the game has remained popular in RPG communities since its first edition. Scholars have made use of this continuity to explore the changing demographics of RPG players, the relationships players have with their characters, how tables adapt rules, how moder fantasy interprets the past, and many other questions of interest in game studies, sociology, psychology, and history.
Contemporary histories of D&D from IU's collections.
In August 1979, a 16-year old Michigan State computer science prodigy named James Dallas Egbert III went missing after writing a suicide note. A private detective hired by his family began a national media campaign against a new game, Dungeons & Dragons, which he alleged had caused the teenager to lose all sense of reality. Egbert, who was struggling with both depression and his sexuality, had in fact traveled to New Orleans and would reappear a month later. The next year, Egbert dropped out of MSU, moved back home to Ohio, and committed suicide. In the coming decade, the story of the tragedy would make regular rounds through churches and police departments as part of a conspiracy which alleged that satanic cults had infiltrated daycares, schools, and mass media to recruit, abuse, or sacrifice thousands of children every year.
The sensationalism around Egbert’s story and the publicity afforded by the conspiracy also caused sales of D&D to rapidly increase from 1979 into the early 1980s and may have helped spark interest in RPGs in general. The panic would link role-playing with occult topics, cults, and drugs in the minds of the public for decades to follow.
[Content warning for the view below: mentions of suicide, child abuse.]
Books that were written during the height of the panic or in its immediate wake.
Although Dungeons & Dragons has become a household name and represents the majority of scholarly work on RPGs, the genre that it initiated swiftly became a diverse field that's passed through many peaks and troughs over the decades.
The following games from IU's collections are only a small sampling of the world of RPGs:
See this guide for details on collection use policies on games with boards and other materials.
Good Society: A Jane Austen RPG
by
Vee Hendro; Hayley Gordon;
Blades in the Dark
by
John Harper
Bluebeard's Bride: A Horror Tabletop RPG
by
Whitney "Strix" Beltrán, Marissa Kelly, & Sarah Doom.
Published: 2019, Buried Without Ceremony.
A collaborative, story-focused map-drawing game with a post-apocalyptic setting. The players represent not individuals, but parts of a community that has just barely survived a crushing winter. The game lasts 52 turns, each turn representing one week in the community's year to prepare for the next winter.
Since 2000 some game publishers have released their core rules for free online. These basic rules include everything needed for play, allowing tables to try out the new rules at low cost. The companies usually continue to charge for other products like adventure modules, expansion books, and accessories like cards and dice.
In 2014 a comedy advice podcast shared a bonus episode of the cast playing D&D with their father; within a few years, that episode had become a regular series with spin-off media and pages of fan art. In 2015 eight voice actors were invited by the Geek and Sundry YouTube channel to begin live-streaming their D&D game. Three campaigns later, they’ve not only inspired record sales of the 5th edition of D&D, their own publishing company has hired the creators of that edition. In the decade since, RPG players have started countless podcasts and video channels to share their worlds, using many different game systems and ranging in theme from experimental storytelling to comedy.
Whether streamed on Twitch or recorded and edited for a podcast, actual play has become an important feature of the RPG landscape. It’s used as a marketing opportunity for new games and a way for players to explore different systems and play-styles. It’s also become a hot topic for scholars with its hours of recorded play available for study and many rich fandoms.
Recent collections from scholars of actual play and live-streaming.
RPGs are collaborative games of storytelling, so it’s not surprising to learn that a number of authors and filmmakers have an interest in them. These are a few works about or inspired by RPGs.
Dungeons & Dragons. Honor Among Thieves dir. Jonathan Goldstein & John Francis Daley [Film, DVD]. The second attempt at a live-action D&D film, filled with many obvious and hidden references to the game. A charming thief and a band of unlikely adventurers embark on an epic quest to retrieve a lost relic, but things go dangerously awry when they run afoul of the wrong people.
We’re All Going to the World’s Fair dir. Jane Schoenbrun [Film, Streaming]. “Set in the world of creepypasta lore and online ‘challenges,’ We’re All Going to the World’s Fair is a slow-burn horror drama that feels, at once, like a combination of elements from several recent movies, and yet a wholly original creation. It follows a young teenage girl, Casey (Anna Cobb), who gets sucked into an online role-playing game, replete with its own winding mythology, in the pursuit of some unspoken transformation. However, despite a premise that feels supernatural at the outset, the story is much more about loneliness and disconnect in the internet age. More introspective than explosive, it’s also one of the moodiest and most atmospheric coming-of-age films to emerge from the recent American independent scene.” – Siddhant Adlakha, IGN
Onward dir. Dan Scanlon [Film, DVD]. An animated film inspired by fantasy TTRPG tropes and settings. Teenage elf brothers Ian and Barley embark on a magical quest to spend one more day with their late father. Like any good adventure, their journey is filled with cryptic maps, impossible obstacles and unimaginable discoveries.
Stranger Things created by The Duffer Brothers [TV series, streaming]. The show’s main characters use their understanding of D&D lore to parse the supernatural forces that beset their fictional Indiana town in the 1980s. As they search for answers, the children unravel a series of extraordinary mysteries and government conspiracies.
As a wide-ranging cultural phenomenon, RPGs have been studied from many angles beyond game studies. Social scientists who study RPGs have found a microcosm of society in how rules, imagination, and collaboration are all integrated into the experience. Therapists and educators alike have found role-playing an effective tool for imagining creative solutions and for seeing a situation from multiple new angles.
Music has long been an integral part of the experience of games, with sound being just as important a design element as the visual. In many cases, the composers of video game soundtracks have become well-known for their beautiful work, from Koji Kondo's formative contributions to early Nintendo games to the haunting compositions of Akira Yamaoka for the Silent Hill series. Moreover, it was announced in 2022 that video game scores will be celebrated in their own category for the first time at the Grammy's in 2023, joining the BAFTA's in acknowledging and further cementing the significance and legacy of music in games.
In this feature and playlist, we want to highlight some of the most memorable musical moments and soundtracks across video game history, from the bleeps and bloops of Super Mario Bros to the orchestral beauty of games like Journey and Kentucky Route Zero. To learn more, consult some of the resources and lists we used to create this overview below, as well as books from our collection relevant to game music in the second tab of this feature.

Videogames and gaming in general has often created spaces where people can escape, join a new community, and redefine reality - even if only for a couple hours. As such, videogames have become a wonderful resource for gender diverse and transgender people as they can log in and change how they appear in a world that they control. This feature shares the concept of transgender video game worldmaking and character building as well as spotlighting several games that transgender and gender diverse people created in order to process the stresses and pressures of gender norms in everyday life.
Further Readings
Dys4ia
by
Anna Anthropy
Transgalactica: A Tune Your Own Adventure
by
Dietrich Squinkifer
GENDERWRECKED
by
ryan rose aceae
Mainichi
by
Mattie Brice
Second Puberty
by
Squinky
One Night, Hot Springs
by
npckc
Heaven Will Be Mine
by
Pillow Fight, Worst Girls Games