Aditya Deshbandhu, "The 21st Century in 100 Games" (Routledge, 2024)
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.
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.
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.
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.
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.
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
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.
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.”
The Auto-Ethnographic Ludonarratological Framework
“The more I looked at it, the more I realized that especially with video games, autoethnography is very important.”
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?”
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.
“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.”
“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?”
“And for people who don't spend money, they become increasingly more extractive in terms of requirements. So the grind becomes too much.”
Host
Guest
The 21st Century in 100 Games
book
Aditya Deshpandu
person
Super Mario
product
We Buy Books
organization
Among Us
product
Sega 64
product
Wordle
product
Diablo Immortal
product
New Books Network
organization
Nvidia
organization
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