A, H. (2010) ‘Constituting the Player: Feminist Technoscience, Gender, and Digital Play’, International Journal of Gender, Science, and Technology, 3(1).
Adrienne, Shaw (no date) ‘On Not Becoming Gamers: Moving Beyond the Constructed Audience’, Ada: A Journal of Gender, New Media, and Technology [Preprint]. Available at: https://doi.org/10.7264/N33N21B3.
Antonelli, P. (no date) MoMA’s acquisition in their Applied Design department. Museum of Modern Art. Available at: http://www.moma.org/explore/inside_out/2012/11/29/video-games-14-in-the-collection-for-starters.
Ashley, S. and Eliott, R. (2009) ‘PR and the game media: How PR shapes what you think about games’. Available at: http://www.gamasutra.com/view/feature/129966/pr_and_the_game_media_how_pr_.php.
Barad, K. (1999) ‘Agential Realism: Feminist Interventions in Understanding Scientific Practices’, in The science studies reader. New York: Routledge, pp. 1–11.
Beavis, C. and Charles, C. (2007) ‘Would the “real” girl gamer please stand up? Gender, LAN cafés and the reformulation of the “girl” gamer’, Gender and Education, 19(6), pp. 691–705. Available at: https://doi.org/10.1080/09540250701650615.
Berger, P.L. and Luckmann, T. (1991) The social construction of reality: a treatise in the sociology of knowledge. London: Penguin.
Bogost, I. (2006) ‘Comparative Video Game Criticism’, Games and Culture, 1(1), pp. 41–46. Available at: https://doi.org/10.1177/1555412005281775.
Bogost, I. (2009) Persuasive Games: The Expressive Power of Videogames. Cambridge, Mass.: MIT Press Ltd. Available at: http://ezproxy.lib.le.ac.uk/login?url=http://site.ebrary.com/lib/leicester/Doc?id=10190451.
Bogost, I. (no date a) ‘Videogames are a mess’.
Bogost, I. (no date b) ‘What is object-oriented ontology?’
Consalvo, M. (2007) Cheating: gaining advantage in videogames. Cambridge, Mass: MIT Press. Available at: http://ezproxy.lib.le.ac.uk/login?url=http://site.ebrary.com/lib/leicester/Doc?id=10190450.
De Paoli, S. and Kerr, A. (2010) ‘The assemblage of cheating: How to study cheating as imbroglio in MMORPGS’, The Fibreculture Journal [Preprint], (16).
Der Derian, J. (2009) Virtuous war: mapping the military-industrial-media-entertainment network. 2nd ed. New York: Routledge.
Dovey, J. and Kennedy, H. (2006) ‘Bodies and Machines: Cyborg Subjectivity and Gameplay’, in Game Cultures: Computer Games as New Media. London: Open University Press. Available at: http://ezproxy.lib.le.ac.uk/login?url=http://site.ebrary.com/lib/leicester/Doc?id=10161363.
Ebert, R. (2010) Video games can never be art. Available at: http://www.rogerebert.com/rogers-journal/video-games-can-never-be-art.
Espen, Aarseth (no date) Computer Game Studies, Year One, Game Studies 0101. Available at: http://www.gamestudies.org/0101/editorial.html.
Ethically notable videogames: Moral dilemmas and gameplay (2009). Proceedings of the 2009 DiGRA International Conference. Available at: http://www.digra.org/wp-content/uploads/digital-library/09287.13336.pdf.
Felan, Parker (no date) An Art World for Artgames- Loading- 7(11). Available at: http://journals.sfu.ca/loading/index.php/loading/article/view/119/160.
Fields, D.A. and Kafai, Y.B. (2007) Stealing from Grandma or generating cultural knowledge? Contestations and effects of cheats in a tween virtual world. Proceedings of the 2007 DiGRA International Conference. Available at: http://homes.lmc.gatech.edu/~cpearce3/DiGRA07/Proceedings/026.pdf.
Fisher, S. and Harvey, A. (2013) ‘Intervention for Inclusivity: Gender Politics and Indie Game Development’, Loading..., 7(11). Available at: http://journals.sfu.ca/loading/index.php/loading/article/view/118/150.
Galloway, A.R. (2006) Gaming: Essays On Algorithmic Culture [electronic resource]. Minneapolis: University of Minnesota Press. Available at: http://le.alma.exlibrisgroup.com/view/action/uresolver.do?operation=resolveService&package_service_id=5663028820002746&institutionId=2746&customerId=2745.
Gray, K.L. (2012) ‘INTERSECTING OPPRESSIONS AND ONLINE COMMUNITIES’, Information, Communication & Society, 15(3), pp. 411–428. Available at: https://doi.org/10.1080/1369118X.2011.642401.
Harvey, A. (2014) ‘Twine’s Revolution: Democratization, Depoliticization, and the Queering of Game Design’, GAME: The Italian Journal of Game Studies [Preprint], (3). Available at: http://www.gamejournal.it/3_harvey/#.U9D1QbGTG8o.
Harvey, A. and Fisher, S. (2013) ‘MAKING A NAME IN GAMES’, Information, Communication & Society, 16(3), pp. 362–380. Available at: https://doi.org/10.1080/1369118X.2012.756048.
Heather, Chaplin, E., Zimmerman (no date) Manifesto: The 21st Century Will Be Defined By Games. Available at: http://kotaku.com/manifesto-the-21st-century-will-be-defined-by-games-1275355204.
Henricks, T.S. (2006) ‘Max Weber and the Rationalization of Play’, in Play reconsidered: sociological perspectives on human expression. Urbana, IL: University of Illinois Press.
Henricks, T.S. (2015) Play and the Human Condition. Baltimore: University of Illinois Press.
Higgin, T. (2008) ‘Blackless Fantasy: The Disappearance of Race in Massively Multiplayer Online Role-Playing Games’, Games and Culture, 4(1), pp. 3–26. Available at: https://doi.org/10.1177/1555412008325477.
Jakobsson, M. (2011) ‘The Achievement Machine: Understanding Xbox 360 Achievements in Gaming Practices’, Game Studies, 11(1). Available at: http://gamestudies.org/1101/articles/jakobsson.
Jenson, J. and de Castell, S. (2010) ‘Gender, Simulation, and Gaming: Research Review and Redirections’, Simulation & Gaming, 41(1), pp. 51–71. Available at: https://doi.org/10.1177/1046878109353473.
Jessie Daniels, Nick LaLone (no date) Racism in Video Gaming: Connecting Extremist and Mainstream Expressions of White Supremacy. Available at: http://www.nicklalone.com/?works=racism-in-video-gaming-connecting-extremist-and-mainstream-expressions-of-white-supremacy.
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Joseph, D. (2013) ‘The Toronto Indies: Some Assemblage Required’, Loading..., 7(11).
Kennedy, H. and Giddens, S. (2008) ‘Little Jesuses & fuck-off robots: Aesthetics, cybernetics, and not being very good at Lego Star Wars’, in M. Swalwell and J. Wilson (eds) The Pleasures of Computer Gaming: Essays on Cultural History, Theory and Aesthetics. Jefferson, NC: McFarland. Available at: http://ezproxy.lib.le.ac.uk/login?url=http://lib.myilibrary.com?id=561236.
Kerr, A. (2006) The Business and Culture of Digital Games: Gamework and Gameplay [electronic resource]. London: SAGE Publications. Available at: http://le.alma.exlibrisgroup.com/view/action/uresolver.do?operation=resolveService&package_service_id=5662803990002746&institutionId=2746&customerId=2745.
Kirkpatrick, G. (2009) ‘Controller, Hand, Screen: Aesthetic Form in the Computer Game’, Games and Culture, 4(2).
Kishonna, Gray (2013) ‘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. [Preprint]. Available at: https://doi.org/10.7264/N3KK98PS.
Latour, B. (2003) ‘The Promises of Constructivism’, in Chasing technoscience: matrix for materiality. Bloomington, IN: Indiana University Press.
Leigh Star, S. (1991) ‘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.
Lisa, Nakamura (2012) ‘Queer Female of Color: The Highest Difficulty Setting There Is? Gaming Rhetoric as Gender Capital’, Ada: A Journal of Gender, New Media, and Technology [Preprint]. Available at: https://doi.org/10.7264/N37P8W9V.
Malaby, T.M. (2007) ‘Beyond Play: A New Approach to Games’, Games and Culture, 2(2), pp. 95–113. Available at: https://doi.org/10.1177/1555412007299434.
Mäyrä, F. (2008) An introduction to game studies: games in culture. Los Angeles: SAGE.
McKenzie, Wark (no date) A Ludic Century? | Public Seminar. Available at: http://www.publicseminar.org/2013/11/a-ludic-century/#.U_eZvWOTG8q.
Mellissinos, C. (no date) The Art of Video Games. The Smithsonian Institution. Available at: http://www.americanart.si.edu/exhibitions/archive/2012/games/.
Mia, Consalvo (no date) ‘Confronting Toxic Gamer Culture: A Challenge for Feminist Game Studies Scholars’, Ada: Journal of Gender, New Media, and Technology [Preprint]. Available at: https://doi.org/10.7264/N33X84KH.
Miller, K. (2015) ‘Gaming the system: Gender performance in Dance Central’, New Media & Society, 17(6).
Montfort, N. and Consalvo, M. (2012) ‘The Dreamcast, Console of the Avant-Garde’, Loading..., 6(9).
Mosca, I. (2012) ‘+10: Gamification and DeGamification’, Game: The Italian Journal of Game Studies [Preprint]. Available at: http://www.gamejournal.it/plus10_gamification-and-degamification/#.UQwbRfLheSp.
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Nieborg, D.B. and Sihovhnen, T. (2009) The new gatekeepers: The occupational ideology of game journalism. Proceedings of the 2009 DiGRA International Conference. Available at: http://www.digra.org/wp-content/uploads/digital-library/09287.29284.pdf.
Parker, F. (no date) Canon, Prestige, and the ‘Triple-A Art Game. Proceedings of the Canadian Communication Association. Available at: https://www.academia.edu/4530216/Canon_Prestige_and_the_Triple-A_Art_Game_.
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‘Playing a good game: A philosophical approach to understanding the morality of games’ (2009). Available at: http://www.ren-reynolds.com/downloads/Playing%20a%20Good%20Game%20-%20A%20Philosophical%20Approach%20to%20Understanding%20the%20Morality%20of%20Games.pdf.
Porpentine (no date) ‘Creation Under Capitalism and the Twine Revolution’. Available at: http://nightmaremode.net/2012/11/creation-under-capitalism-23422/.
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Rutter, J. and Bryce, J. (2006) Understanding Digital Games [electronic resource]. London: SAGE Publications. Available at: http://le.alma.exlibrisgroup.com/view/action/uresolver.do?operation=resolveService&package_service_id=5663029600002746&institutionId=2746&customerId=2745.
Salter, A. and Blodgett, B. (2012) ‘Hypermasculinity & Dickwolves: The Contentious Role of Women in the New Gaming Public’, Journal of Broadcasting & Electronic Media, 56(3), pp. 401–416. Available at: https://doi.org/10.1080/08838151.2012.705199.
Saugata, Bhaduri (no date) Gaming [draft] [#digitalkeywords] // Culture Digitally. Available at: http://culturedigitally.org/2014/06/gaming-draft-digitalkeywords/.
Schrier, K. and Gibson, D. (2011) Designing games for ethics: models, techniques and frameworks. Hershey, PA: Information Science Reference. Available at: http://ezproxy.lib.le.ac.uk/login?url=http://lib.myilibrary.com?id=309390.
Sharp, J. (2012) ‘A curiously short history of game art’, Proceedings of the International Conference on the Foundations of Digital Games [Preprint]. Available at: https://doi.org/10.1145/2282338.2282348.
Shaw, A. (2009) ‘Putting the Gay in Games: Cultural Production and GLBT Content in Video Games’, Games and Culture, 4(3), pp. 228–253. Available at: https://doi.org/10.1177/1555412009339729.
Shaw, A. (2010) ‘What Is Video Game Culture? Cultural Studies and Game Studies’, Games and Culture, 5(4), pp. 403–424. Available at: https://doi.org/10.1177/1555412009360414.
Sicart, M. (2009) ‘The Ethics of Computer Games’, in The ethics of computer games. Cambridge, Mass: MIT Press. Available at: http://le.alma.exlibrisgroup.com/view/action/uresolver.do?operation=resolveService&package_service_id=5665881830002746&institutionId=2746&customerId=2745.
Silverman, M. and Simon, B. (2009) ‘Discipline and Dragon Kill Points in the Online Power Game’, Games and Culture, 4(4), pp. 353–378. Available at: https://doi.org/10.1177/1555412009343572.
Simon, B. (2006) ‘Beyond Cyberspatial Flaneurie: On the Analytic Potential of Living With Digital Games’, Games and Culture, 1(1), pp. 62–67. Available at: https://doi.org/10.1177/1555412005281789.
Simon, B. (2007) ‘Geek Chic: Machine Aesthetics, Digital Gaming, and the Cultural Politics of the Case Mod’, Games and Culture, 2(3).
Smith, J.H. et al. (2013) Understanding video games: the essential introduction. 2nd ed. London: Routledge. Available at: http://ezproxy.lib.le.ac.uk/login?url=http://www.myilibrary.com?id=485287.
Steinkuehler, C. (2006) ‘The Mangle of Play’, Games and Culture, 1(3), pp. 199–213. Available at: https://doi.org/10.1177/1555412006290440.
Steinkuehler, C.A. (2006) ‘Why Game (Culture) Studies Now?’, Games and Culture, 1(1), pp. 97–102. Available at: https://doi.org/10.1177/1555412005281911.
Suzanne, de Castell, J., Jenson (2010) ‘Tipping Points: Marginality, Misogyny and Videogames | Jenson | Journal of Curriculum Theorizing’. Available at: http://journal.jctonline.org/index.php/jct/article/view/474/pdf.
Takashi, D. (2004) ‘Ethics of game design’. Available at: http://www.gamasutra.com/view/feature/2181/ethics_of_game_design.php?print=1.
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Taylor, N., Jenson, J. and de Castell, S. (2009) ‘Cheerleaders/booth babes/ Halo hoes: pro-gaming, gender and jobs for the boys’, Digital Creativity, 20(4), pp. 239–252. Available at: https://doi.org/10.1080/14626260903290323.
Taylor, N.T. (2011) ‘Play Globally, Act Locally: The Standardization of Pro Halo 3 Gaming’, International Journal of Gender, Science, and Technology, 3(1).
Taylor, T.L. (2009) ‘The Assemblage of Play’, Games and Culture, 4(4), pp. 331–339. Available at: https://doi.org/10.1177/1555412009343576.
Tracy, Fullerton, J., Fron and Celia, Pearce, J.F., Morie (no date) The Hegemony of Play | DiGRA 2007. Available at: http://www.digra.org/digital-library/publications/the-hegemony-of-play/.
Wark, M. (2007) Gamer theory. Cambridge, Mass: Harvard University Press.
Westecott, E. (2013) ‘Independent Game Development as Craft’, Loading..., 7(11). Available at: http://journals.sfu.ca/loading/index.php/loading/article/view/124/153.
Winner, L. (1986) ‘Do Artifacts Have Politics?’, in The Whale and the Reactor: A Search for Limits in an Age of High Technology. Chicago: University of Chicago Press. Available at: http://paulohm.com/classes/techpriv14/reading/monday/Winner.pdf.
Winner, L. (1993) ‘Upon Opening the Black Box and Finding It Empty: Social Constructivism and the Philosophy of Technology’, Science, Technology & Human Values, 18(3), pp. 362–378. Available at: https://doi.org/10.1177/016224399301800306.
Wolf, M.J.P. (2006) ‘Game Studies and Beyond’, Games and Culture, 1(1), pp. 116–118. Available at: https://doi.org/10.1177/1555412005281787.