Aditya Deshbandhu, "The 21st Century in 100 Games" (Routledge, 2024)

New Books in Communications1h 1mJune 9, 2026
AI-Generated Summary

The 21st century isn't just defined by wars, economies, or politics—it's also shaped by the games we play. In his groundbreaking book *The 21st Century in 100 Games*, Dr. Aditya Deshpandu argues that video games are not just entertainment but vital cultural artifacts that reflect global realities, especially in the Global South. Drawing from his identity as a player, reviewer, and academic, Deshpandu rejects grand, linear histories of gaming in favor of a mosaic of lived experiences—like a player in India recalling playing Super Mario on a non-existent 'Sega 64' console, a knockoff device that enabled access to banned or unaffordable games. These stories aren't errors; they're evidence of resilience, creativity, and the true democratization of play. The book uses a unique auto-ethnographic ludonarratological framework to show how games become public memory, how freemium models exploit players in the Global South through 'economies of engagement,' and how pandemic-era games like Wordle and Among Us became lifelines for social connection when the real world was closed. Ultimately, Deshpandu reveals that games are not just mirrors of society—they are active participants in shaping it, especially when they become spaces for identity, resistance, and survival.

Key Takeaways
1

Games like Super Mario on knockoff 'Sega 64' consoles in India are not errors—they are authentic lived experiences that challenge official histories and reveal how access is redefined through creativity.

2

Freemium models in games like Diablo Immortal offer access but extract labor from Global South players through exploitative grind mechanics, turning non-paying players into unpaid marketers.

3

Video game reviews act as time capsules for live-service games that evolve endlessly, preserving the original state of a game when it launched—critical for historical and cultural analysis.

4

The obsession with photorealism in games like *Crisis* makes gaming increasingly unaffordable and exclusionary, especially in the Global South where average incomes are below $300/month.

5

Broken games like *Cyberpunk 2077* and *Anthem* shift development work onto players through prolonged beta testing, normalizing 'gamified labor' and undermining the integrity of game launches.

…and 3 more takeaways available in PodZeus

Chapters
2:15
2 min

Introducing The 21st Century in 100 Games

Khadija introduces Dr. Aditya Deshpandu and his new book, which blends personal passion, academic rigor, and cultural critique to present video games as a lens for understanding the 21st century. Deshpandu describes the book as a fusion of his roles as a player, reviewer, and researcher.

5:56
3 min

Rejecting Grand Narratives in Game History

If a grand history were to emerge, it would automatically pick a version of the history that it would then champion as right, thereby marginalizing all other lived memories and events.

Highlight
10:23
6 min

The Auto-Ethnographic Ludonarratological Framework

The more I looked at it, the more I realized that especially with video games, autoethnography is very important.

Highlight
19:05
5 min

The Sega 64 Myth and the Authenticity of Lived Experience

If all of them are playing the same game, if they're playing the same experience, should the hardware even matter? Should the ideal conditions even matter?

Highlight
24:47
6 min

Game Reviews as Public Memory and Time Capsules

In the age of live-service games, reviews become crucial archival tools. They preserve the original state of games that are constantly updated, offering a snapshot of launch context and cultural moment.

High-Impact Quotes
So every day you play the Wordle, you put it on social media, you're telling other people out there that hey, one more day and I'm alive.
Aditya Deshpandu54:17
If all of them are playing the same game, if they're playing the same experience, should the hardware even matter? Should the ideal conditions even matter?
Aditya Deshpandu23:51
And for people who don't spend money, they become increasingly more extractive in terms of requirements. So the grind becomes too much.
Aditya Deshpandu45:16
Speakers

Host

Khadija

Guest

Dr. Aditya Deshpandu
Topics Discussed
video game history95%global south gaming90%autoethnography in game studies88%pandemic gaming87%freemium game models85%photorealism in gaming82%live service games80%game preservation75%
People & Brands

The 21st Century in 100 Games

book

18xPositive

Aditya Deshpandu

person

12xPositive

Super Mario

product

6xNeutral

We Buy Books

organization

5xNeutral

Among Us

product

4xPositive

Sega 64

product

4xNeutral

Wordle

product

3xPositive

Diablo Immortal

product

3xNeutral

New Books Network

organization

3xPositive

Nvidia

organization

2xNeutral

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