Computer and video games are only a few decades old, but in that short time they have exploded into our cultureas high-tech playtoys, as controversial popular media, and as a major economic force. <I>Re:Play</I> brings together game designers, new media artists, interdisciplinary curators and players in debate and conversation about technology and design, gaming addictions and geek subcultures, the aesthetics of violence, gender transgressions, the erotics of gaming, and the business of playcapturing the zeitgeist that is digital games. User-friendly and fully illustrated, <I>Re:Play</I> includes a comprehensive game glossary.