The study of various choices made while producing and playing games allows little opportunity for interrogatingvideo games as a transcultural convergence of multiple subjectivities and institutions. Thischapter speaks to this topic by presenting the Computer Games Across Cultures (CGAC) project. CGACinvolved humanities researchers from West Virginia University (USA), Bangor University (Wales), andJawaharlal Nehru University (India) who over a two-year period sought to understand creative andcultural aspects of gaming. CGAC's researchers employed both qualitative and quantitative methodologiesto bridge the gap between the academic explorations of gaming in tandem with industry-specificpractices within such spaces. This chapter provides an overview of the resultant work through its analysisof a cross-section of games. Examining both Western mainstream games and lesser known games fromplaces like India and Ghana helped interrogate representational politics in videogames and provide abroader view of the relationship between gaming and game making, in a socio-cultural context. The study of various choices made while producing and playing games allows little opportunity for interrogatingvideo games as a transcultural convergence of multiple subjectivities and institutions. Thischapter speaks to this topic by presenting the Computer Games Across Cultures (CGAC) project. CGACinvolved humanities researchers from West Virginia University (USA), Bangor University (Wales), andJawaharlal Nehru University (India) who over a two-year period sought to understand creative andcultural aspects of gaming. CGAC's researchers employed both qualitative and quantitative methodologiesto bridge the gap between the academic explorations of gaming in tandem with industry-specificpractices within such spaces. This chapter provides an overview of the resultant work through its analysisof a cross-section of games. Examining both Western mainstream games and lesser known games fromplaces like India and Ghana helped interrogate representational politics in videogames and provide abroader view of the relationship between gaming and game making, in a socio-cultural context.