The forthcoming book 'Gamer Society: Toward a Sociology of Video Games' by Emiliano Chirchiano and Alberto Maria De Mascellis, set for a 2025 release, proposes a foundational sociological analysis of video games and their cultural impact, according to a report from sociologicamente.it.

According to the report, this new text aims to address the fragmented academic treatment of video games, which has lagged behind its explosive growth. It reframes the medium not merely as entertainment, but as a "fundamental structural phenomenon of contemporary life," seeking to provide a unified language and methodology for understanding a medium that, as the source notes, now surpasses both film and music in global revenue.

What We Know So Far

  • The book 'Gamer Society: Toward a Sociology of Video Games' will be published by Infinito Edizioni in 2025, according to sociologicamente.it.
  • Its central argument reportedly proposes treating video games as a core structural element of modern society.
  • The text introduces the concept of "mediological neoteny" to describe video games as a perpetually young and evolving medium, as reported by sociologicamente.it.
  • It is said to emphasize the community dimension of gaming, framing players as active participants in a form of "digital re-tribalization."
  • The book also critically examines issues within gaming, including monetization, gender representation, and new forms of "light work and invisible exploitation," according to the report.

What is the Gamer Society book about?

Video games, now complex social ecosystems, economic powerhouses, and narrative frontiers, are the subject of 'Gamer Society,' which reportedly seeks to formalize this reality within a sociological framework. According to sociologicamente.it, the authors trace the medium's history from its military origins through its emergence as a global pop culture phenomenon. This analysis interprets the technical evolution as a profound cultural transformation, one that has reshaped how we play, interact, and even work.

The book's ambition is the creation of a foundational text, a starting point for a more cohesive sociology of video games. By positioning the medium as a structural phenomenon, the authors argue for its significance alongside other major societal institutions. This perspective moves the conversation beyond sales figures and into the realm of social theory, allowing for deeper questions about how these digital worlds mirror and shape our physical one.