1
Galloway AR. Gaming: Essays On Algorithmic Culture. Minneapolis: University of Minnesota Press 2006.
2
Der Derian J. Virtuous war: mapping the military-industrial-media-entertainment network. 2nd ed. New York: Routledge 2009.
3
Mäyrä F. An introduction to game studies: games in culture. Los Angeles: SAGE 2008.
4
Bogost I. Persuasive Games: The Expressive Power of Videogames. Cambridge, Mass.: MIT Press Ltd 2009.
5
Henricks TS. Play and the Human Condition. Baltimore: University of Illinois Press 2015.
6
Smith JH, Egenfeldt-Nielsen S, Tosca SP, et al. Understanding video games: the essential introduction. 2nd ed. London: Routledge 2013.
7
Kerr A. The Business and Culture of Digital Games: Gamework and Gameplay. London: SAGE Publications 2006.
8
Rutter J, Bryce J. Understanding Digital Games. London: SAGE Publications 2006.
9
Wark M. Gamer theory. Cambridge, Mass: Harvard University Press 2007.
10
Shaw A. What Is Video Game Culture? Cultural Studies and Game Studies. Games and Culture. 2010;5:403–24. doi: 10.1177/1555412009360414
11
McKenzie, Wark. A Ludic Century? | Public Seminar. http://www.publicseminar.org/2013/11/a-ludic-century/#.U_eZvWOTG8q
12
Heather, Chaplin E Zimmerman. Manifesto: The 21st Century Will Be Defined By Games. http://kotaku.com/manifesto-the-21st-century-will-be-defined-by-games-1275355204
13
Espen, Aarseth. Computer Game Studies, Year One, Game Studies 0101. http://www.gamestudies.org/0101/editorial.html
14
Saugata, Bhaduri. Gaming [draft] [#digitalkeywords] // Culture Digitally. http://culturedigitally.org/2014/06/gaming-draft-digitalkeywords/
15
Bogost I. Comparative Video Game Criticism. Games and Culture. 2006;1:41–6. doi: 10.1177/1555412005281775
16
Steinkuehler CA. Why Game (Culture) Studies Now? Games and Culture. 2006;1:97–102. doi: 10.1177/1555412005281911
17
Wolf MJP. Game Studies and Beyond. Games and Culture. 2006;1:116–8. doi: 10.1177/1555412005281787
18
Joerges B. Do Politics Have Artefacts? Social Studies of Science. 1999;29:411–31. doi: 10.1177/030631299029003004
19
Winner L. Do Artifacts Have Politics? The Whale and the Reactor: A Search for Limits in an Age of High Technology. Chicago: University of Chicago Press 1986.
20
Berger PL, Luckmann T. The social construction of reality: a treatise in the sociology of knowledge. London: Penguin 1991.
21
Pinch TJ, Bijker WE. The Social Construction of Facts and Artefacts: or How the Sociology of Science and the Sociology of Technology might Benefit Each Other. Social Studies of Science. 1984;14:399–441. doi: 10.1177/030631284014003004
22
Latour B. The Promises of Constructivism. Chasing technoscience: matrix for materiality. Bloomington, IN: Indiana University Press 2003.
23
Winner L. Upon Opening the Black Box and Finding It Empty: Social Constructivism and the Philosophy of Technology. Science, Technology & Human Values. 1993;18:362–78. doi: 10.1177/016224399301800306
24
Johnson J. Mixing Humans and Nonhumans Together: The Sociology of a Door-Closer. Social Problems. 1988;35:298–310. doi: 10.2307/800624
25
Leigh Star S. Power, technology and the phenomenology of conventions: on being allergic to onions. In: John Law, ed. A Sociology of Monsters: Essays on power, technology and domination. London and New York: Routledge 1991.
26
Barad K. Agential Realism: Feminist Interventions in Understanding Scientific Practices. The science studies reader. New York: Routledge 1999:1–11.
27
Malaby TM. Beyond Play: A New Approach to Games. Games and Culture. 2007;2:95–113. doi: 10.1177/1555412007299434
28
Taylor TL. The Assemblage of Play. Games and Culture. 2009;4:331–9. doi: 10.1177/1555412009343576
29
Taylor NT. Play Globally, Act Locally: The Standardization of Pro Halo 3 Gaming. International Journal of Gender, Science, and Technology. 2011;3.
30
Simon B. Beyond Cyberspatial Flaneurie: On the Analytic Potential of Living With Digital Games. Games and Culture. 2006;1:62–7. doi: 10.1177/1555412005281789
31
Steinkuehler C. The Mangle of Play. Games and Culture. 2006;1:199–213. doi: 10.1177/1555412006290440
32
A H. Constituting the Player: Feminist Technoscience, Gender, and Digital Play. International Journal of Gender, Science, and Technology. 2010;3.
33
Bogost I. What is object-oriented ontology?
34
Bogost I. Videogames are a mess.
35
Kirkpatrick G. Controller, Hand, Screen: Aesthetic Form in the Computer Game. Games and Culture. 2009;4.
36
Montfort N, Consalvo M. The Dreamcast, Console of the Avant-Garde. Loading. 2012;6.
37
Kennedy H, Giddens S. Little Jesuses & fuck-off robots: Aesthetics, cybernetics, and not being very good at Lego Star Wars. In: Swalwell M, Wilson J, eds. The Pleasures of Computer Gaming: Essays on Cultural History, Theory and Aesthetics. Jefferson, NC: McFarland 2008.
38
Dovey J, Kennedy H. Bodies and Machines: Cyborg Subjectivity and Gameplay. Game Cultures: Computer Games as New Media. London: Open University Press 2006.
39
Miller K. Gaming the system: Gender performance in Dance Central. New Media & Society. 2015;17.
40
Simon B. Geek Chic: Machine Aesthetics, Digital Gaming, and the Cultural Politics of the Case Mod. Games and Culture. 2007;2.
41
Tracy, Fullerton J Fron, Celia, Pearce JF Morie. The Hegemony of Play | DiGRA 2007.
42
Lisa, Nakamura. Queer Female of Color: The Highest Difficulty Setting There Is? Gaming Rhetoric as Gender Capital. Ada: A Journal of Gender, New Media, and Technology. Published Online First: 2012. doi: 10.7264/N37P8W9V
43
Salter A, Blodgett B. Hypermasculinity & Dickwolves: The Contentious Role of Women in the New Gaming Public. Journal of Broadcasting & Electronic Media. 2012;56:401–16. doi: 10.1080/08838151.2012.705199
44
Shaw A. Putting the Gay in Games: Cultural Production and GLBT Content in Video Games. Games and Culture. 2009;4:228–53. doi: 10.1177/1555412009339729
45
Beavis C, Charles C. Would the ‘real’ girl gamer please stand up? Gender, LAN cafés and the reformulation of the ‘girl’ gamer. Gender and Education. 2007;19:691–705. doi: 10.1080/09540250701650615
46
Mia, Consalvo. Confronting Toxic Gamer Culture: A Challenge for Feminist Game Studies Scholars. Ada: Journal of Gender, New Media, and Technology. doi: 10.7264/N33X84KH
47
Jessie Daniels, Nick LaLone. Racism in Video Gaming: Connecting Extremist and Mainstream Expressions of White Supremacy. http://www.nicklalone.com/?works=racism-in-video-gaming-connecting-extremist-and-mainstream-expressions-of-white-supremacy
48
Gray KL. INTERSECTING OPPRESSIONS AND ONLINE COMMUNITIES. Information, Communication & Society. 2012;15:411–28. doi: 10.1080/1369118X.2011.642401
49
Kishonna, Gray. Collective Organizing, Individual Resistance, or Asshole Griefers? An Ethnographic Analysis of Women of Color In Xbox Live. Ada: Journal of Gender, New Media, and Technology issue 2. Published Online First: 2013. doi: 10.7264/N3KK98PS
50
Higgin T. Blackless Fantasy: The Disappearance of Race in Massively Multiplayer Online Role-Playing Games. Games and Culture. 2008;4:3–26. doi: 10.1177/1555412008325477
51
Jenson J, de Castell S. Gender, Simulation, and Gaming: Research Review and Redirections. Simulation & Gaming. 2010;41:51–71. doi: 10.1177/1046878109353473
52
Suzanne, de Castell J Jenson. Tipping Points: Marginality, Misogyny and Videogames | Jenson | Journal of Curriculum Theorizing. Published Online First: 2010.
53
Nakamura L. Don’t Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft. Critical Studies in Media Communication. 2009;26:128–44. doi: 10.1080/15295030902860252
54
Royse P, Lee J, Undrahbuyan B, et al. Women and games: technologies of the gendered self. New Media & Society. 2007;9:555–76. doi: 10.1177/1461444807080322
55
Adrienne, Shaw. On Not Becoming Gamers: Moving Beyond the Constructed Audience. Ada: A Journal of Gender, New Media, and Technology. doi: 10.7264/N33N21B3
56
Taylor N, Jenson J, de Castell S. Cheerleaders/booth babes/ Halo hoes: pro-gaming, gender and jobs for the boys. Digital Creativity. 2009;20:239–52. doi: 10.1080/14626260903290323
57
Joseph D. The Toronto Indies: Some Assemblage Required. Loading. 2013;7.
58
Fisher S, Harvey A. Intervention for Inclusivity: Gender Politics and Indie Game Development. Loading. 2013;7.
59
Pedercini P. Toward Independence. Indiecade 2012.
60
Porpentine. Creation Under Capitalism and the Twine Revolution.
61
Ashley S, Eliott R. PR and the game media: How PR shapes what you think about games. Published Online First: 2009.
62
Harvey A. Twine’s Revolution: Democratization, Depoliticization, and the Queering of Game Design. GAME: The Italian Journal of Game Studies. Published Online First: 2014.
63
Harvey A, Fisher S. MAKING A NAME IN GAMES. Information, Communication & Society. 2013;16:362–80. doi: 10.1080/1369118X.2012.756048
64
Nieborg DB, Sihovhnen T. The new gatekeepers: The occupational ideology of game journalism. Proceedings of the 2009 DiGRA International Conference 2009.
65
Westecott E. Independent Game Development as Craft. Loading. 2013;7.
66
Felan, Parker. An Art World for Artgames- Loading- 7(11). http://journals.sfu.ca/loading/index.php/loading/article/view/119/160
67
Parker F. Canon, Prestige, and the ‘Triple-A Art Game. Proceedings of the Canadian Communication Association .
68
Ebert R. Video games can never be art. 2010. http://www.rogerebert.com/rogers-journal/video-games-can-never-be-art
69
Sharp J. A curiously short history of game art. Proceedings of the International Conference on the Foundations of Digital Games. Published Online First: 2012. doi: 10.1145/2282338.2282348
70
Mellissinos C. The Art of Video Games. http://www.americanart.si.edu/exhibitions/archive/2012/games/
71
Antonelli P. MoMA’s acquisition in their Applied Design department. http://www.moma.org/explore/inside_out/2012/11/29/video-games-14-in-the-collection-for-starters
72
Provenzo EF. Play and the cultural content of games. Video kids: making sense of Nintendo. Cambridge, Mass: Harvard University Press 1991.
73
Mosca I. +10: Gamification and DeGamification. Game: The Italian Journal of Game Studies. Published Online First: 2012.
74
Henricks TS. Max Weber and the Rationalization of Play. Play reconsidered: sociological perspectives on human expression. Urbana, IL: University of Illinois Press 2006.
75
Jakobsson M. The Achievement Machine: Understanding Xbox 360 Achievements in Gaming Practices. Game Studies. 2011;11.
76
Silverman M, Simon B. Discipline and Dragon Kill Points in the Online Power Game. Games and Culture. 2009;4:353–78. doi: 10.1177/1555412009343572
77
Sicart M. The Ethics of Computer Games. The ethics of computer games. Cambridge, Mass: MIT Press 2009.
78
Consalvo M. Cheating: gaining advantage in videogames. Cambridge, Mass: MIT Press 2007.
79
De Paoli S, Kerr A. The assemblage of cheating: How to study cheating as imbroglio in MMORPGS. The Fibreculture Journal. 2010.
80
Fields DA, Kafai YB. Stealing from Grandma or generating cultural knowledge? Contestations and effects of cheats in a tween virtual world. Proceedings of the 2007 DiGRA International Conference 2007.
81
Schrier K, Gibson D. Designing games for ethics: models, techniques and frameworks. Hershey, PA: Information Science Reference 2011.
82
Takashi D. Ethics of game design. Published Online First: 2004.
83
Tavinor G. Towards an ethics of video gaming. Future Play ’07: Proceedings of the 2007 conference on Future Play. Published Online First: 2007. doi: 10.1145/1328202.1328204
84
Playing a good game: A philosophical approach to understanding the morality of games. Published Online First: 2009.
85
Ethically notable videogames: Moral dilemmas and gameplay. Proceedings of the 2009 DiGRA International Conference 2009.