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July 2026
Understanding Player Types through Trophy Hunting: A Case Study in Friendship Ethnography
This book chapter in Trophy Cases: The Theory, Design, & Cultural Politics of Video Game Trophies & Achievements (Bloomsbury Academic) discusses how the practice of video game trophy hunting between close friends has the potential to establish clear player types that are easily identifiable in individuals over time and through certain play practices. Utilizing a social cognitive theory model to classify modes of video game playing and player types alongside a friendship ethnographic research methodology, I take a critical and reflective approach to analyzing the social and psychological motivations of engaging in trophy hunting.

Hurezeanu, Alexander. “Understanding Player Types through Trophy Hunting: A Case Study in Friendship Ethnography.” Trophy Cases: The Theory, Design, & Cultural Politics of Video Game Trophies & Achievements, edited by Ryan Scheiding, Dan Staines, and Sarah Christina Ganzon, Bloomsbury Academic, July 2026, pp. 221–244.

July 2026
Genre as Gamevironment: Epistemic Genres Beyond Play
This journal article, published in Gamevironments, places the concept of “epistemic genres” in dialogue with the concept of “gamevironments.” Responding to Radde-Antweiler’s (2024) call for a critical revision of gamevironments, we argue that genre can be understood as a socially and culturally situated practice that offers a complementary framework for examining the lived contexts of digital game play.

Hurezeanu, Alexander, Mark Nunes, Pamela Maria Schmidt, and S. Heeg. “Genre as Gamevironment: Epistemic Genres Beyond Play.” Gamevironments, vol. 24, July 2026, pp. 18–47.

July 2026
Assembling Auras: Preserving Games with Online Play Components
In this journal article, published in the American Journal of Play, we explore the possibilities of preserving the unique online interactions of dead and dying software servers using Dany Guay-Bélanger’s (2021) game preservation framework. We review the collection, curation, and exhibition of diverse paratexts for the purpose of maintaining the cultural and storytelling significance of online encounters within games with online play components, including FromSoftware’s critically acclaimed Soulsborne series and Dark Souls II.

Hurezeanu, Alexander, and Christopher Hurezeanu. “Assembling Auras: Preserving Games with Online Play Components.” American Journal of Play, vol. 18, no. 2, July 2026, pp. 246–268.

January 2026
Soulsborne Games and the Transcultural Gaming Experience
This book chapter in Epistemic Genres: New Formations of Play (Bloomsbury Academic) argues that some of the most unique features of FromSoftware’s Soulsborne games are their capacities to mediate transcultural experiences through culturally situated aesthetic engagements as well as through their unique, language-free modes of player to player interaction. A transcultural understanding of the Soulsborne games acknowledges the fact that players primarily traverse Eurocentric mythological game worlds while specifically highlighting the translative and interpretive aesthetic lens through which the mostly Japanese developers and artists at FromSoftware construct and imbue meaning into their game worlds.

Hurezeanu, Alexander. “Soulsborne Games and the Transcultural Gaming Experience.” Epistemic Genres: New Formations of Play, edited by Gerald Voorhees, Joshua Call, Matthew Wysocki, and Betsy Brey, Bloomsbury Academic, January 2026, pp. 237–255.

November 2025
Apocalypse, Utopia, and Transcultural Imaginaries in Classic Fallout Mods from the former Eastern Bloc
This article, published in the Future and Reality of Gaming Anthology: Gaming the Apocalypse, explores the classic post nuclear role-playing games, Fallout 1 and 2, as unique transcultural experiences from the perspectives of players, designers, and modders from former Eastern Bloc countries. Utilizing Mikhail Epstein and Ellen E. Berry’s (1999) transcultural interference framework, I argue that Interplay’s Fallout games emphasize “an open system of symbolic alternatives to existing cultures and their established sign systems” (24) as demonstrated by classic Fallout mods produced by developers from the former Eastern Bloc.

Hurezeanu, Alexander. “Apocalypse, Utopia, and Transcultural Imaginaries in Classic Fallout Mods from the former Eastern Bloc.” Future and Reality of Gaming Anthology: Gaming the Apocalypse. Donau-Universität Krems Publishing, November 2025, o:5888.

May 2025
Discrimination, Transculturation, and Elden Ring: The Cultural Discourse of the JRPG and its Transcultural Potential
In this journal article, published in The Journal of Replaying Japan, I investigate the popular discourse surrounding Japanese role-playing games and seeks to position the theory of transculturalism as an effective approach for deepening our understanding of the JRPG as a genre. Furthermore, by analyzing certain JRPGs through a transcultural lens, such as FromSoftware’s 2022 title Elden Ring, I highlight and prioritize the aspects of cultural fluidity and the dynamics of cultural change that best suit the specifically designed, embodied, and evolutionary experiences that many JRPGs afford.

Hurezeanu, Alexander. “Discrimination, Transculturation, and Elden Ring: The Cultural Discourse of the JRPG and its Transcultural Potential.” The Journal of Replaying Japan, vol. 7, May 2025, pp. 29–41.

February 2024
EverQuest and the Progressive Nostalgia of Project 1999
In this article, published in First Person Scholar, I explore the role of nostalgia in forming and maintaining the active community behind Project 1999: a free to play “classic” EverQuest server that operates under legal permission. Viewed through Hartmann and Brunk’s (2019) concept of “progressive nostalgia” (675), I argue that Project 1999 demonstrates significant elements of a kind of critical or productive nostalgia that is firmly situated in the past while simultaneously generating space for distinctly creative, subversive, and non-commodified forms of social play and storytelling that is rooted in nostalgic-laden principles of EverQuest’s classic design.

Hurezeanu, Alexander. “EverQuest and the Progressive Nostalgia of Project 1999.” First Person Scholar, fall issue, February 2024.

Forthcoming

  • /Changing the Game: Collaborative Teaching and Learning through Game Studies Podcasting
    This upcoming book chapter in the Palgrave Handbook of Humanities Podcasting (Palgrave Macmillan) explores how podcasting can be a fruitful way for teachers and students to come together as collaborators, co-learners, and co-creators in research and scholarly dissemination. We talk about our experiences engaging in cooperative work creating the Playable Stories: Unarchived game studies podcast (2023-present) and argue that podcasts are distinct learning spaces that offer unique opportunities for collaboration not afforded by traditional courses or classrooms.

    Hurezeanu, Alexander, Patrick Dolan, Jeremy Andriano, and Jason Boyd. “Changing the Game: Collaborative Teaching and Learning through Game Studies Podcasting.” Palgrave Handbook of Humanities Podcasting, edited by Kim Adams, Saronik Bosu, Beth Kramer and Milan Terlunen, Palgrave Macmillan, in press 2027.

  • /Heroes across Cultures: Transculturality and Cultural Hybridity in Chrono Trigger
    This upcoming book chapter in The Psychgiest of Pop Culture: Chrono Trigger analyzes Square’s 1995 video game Chrono Trigger through Wolfgang Welsch’s (1999, 2024) theory of transculturality with a particular emphasis on cultural hybridity as expressed through the blending of Japanese and Western cultural traits. Chrono Trigger’s characters and narrative embody hybrid formations in which Japanese game design and storytelling conventions intersect with Western genre aesthetics to produce fluid, transculturally imaginative spaces.

    Hurezeanu, Alexander. “Heroes across Cultures: Transculturality and Cultural Hybridity in Chrono Trigger.” The Psychgiest of Pop Culture: Chrono Trigger, edited by Susan Haarman, ‎Play Story Press, in press 2027.

  • /In Defence of NPCs:
    Fascists, Fandoms, and the Rupture of Reality
    This upcoming book chapter in Games in Context: Subversive Gaming (Palgrave Macmillan) explores the infamous “NPC meme” in the twin-contexts of far-right political discourse and gaming culture. In particular, we explore the disassociation between the far-right’s notion of an NPC and the actual treatment of NPCs by players in gaming fan cultures. We argue that the NPC meme undermines itself by misunderstanding the narrative and affective contexts in which NPCs enrich players’ experiences of game worlds.

    Hurezeanu, Alexander, and Iowyth Ulthiin. “In Defence of NPCs: Fascists, Fandoms, and the Rupture of Reality.” Games in Context: Subversive Gaming, edited by Aparajita Bhandari and Sara Bimo, Palgrave Macmillan, in press 2027.

  • /Role-Playing Critical Consciousness in the New Weird: The Political Alignment System of Disco Elysium
    This upcoming book chapter in Genre and Video Games (Peter Lang) explores the mechanical and narrative implications of Disco Elysium’s political alignment system through the dual lens of Elvia Wilk’s (2019) genre theory of the New Weird and Paulo Freire’s (1968) critical consciousness framework. I argue that Disco Elysium situates itself as a game that challenges players to critically reflect upon the “Weird” game world as a social reality that resembles their own and to resituate themselves as thoughtful participators in political discourse at large.

    Hurezeanu, Alexander. “Role-Playing Critical Consciousness in the New Weird: The Political Alignment System of Disco Elysium.” Genre and Video Games, edited by Sara Smith, Sabrina Zacharias, and Brooke Cameron, ‎Peter Lang, in press 2027.