Tuesday, November 5, 2013

Global videogame culture and videogame and gender

Credits: HASTAC thread


* Bernstein, Charles. “Play it Again, Pac-Man.” Postmodern Culture 2,
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* Bogost, Ian. How To Do Things With Videogames. Minnesota UP, 2011.
* ________. “Videogames are a Mess.” Keynote address, Digital Games
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* Bogost, Ian and Nick Montfort. “Platform Studies: Frequently Questioned
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  (http://www.bogost.com/downloads/bogost_montfort_dac_2009.pdf [2]).
* Consalvo, Mia. Cheating: Gaining Advantage in Videogames. Cambridge: MIT
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* Costikyan, Greg. Uncertainty in Games. Cambridge: MIT Press, 2013.
* Crogan, Patrick. Gameplay Mode: War, Simulation, and Technoculture.
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* Dyer-Witheford, Nick and Greig de Peuter. Games of Empire: Global
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* Flanagan, Mary. Critical Play: Radical Game Design. Cambridge: MIT Press,
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* Galloway, Alexander. Gaming: Essays on Algorithmic Culture. Minneapolis:
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* Garfield, Richard. “The Design Evolution of Magic: The Gathering.” In
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* ________. “Metagames.” Gygax, Gary et al., eds. Horsemen of the
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* Geertz, Clifford. “Deep Play: Notes on the Balinese Cockfight.” The
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* Hickey, Dave. “The Heresy of Zone Defense.” Air Guitar: Essays on Art
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* Jenkins, Henry. “Inventing the Digital Medium: An Interview with Janet
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* ________. “Games, the New Lively Art.” Hosted on MIT server
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* Juul, Jesper. The Art of Failure: An Essay on the Pain of Playing Video
  Games. Cambridge: MIT Press, 2013.
* Lenoir, Tim and Henry Lowood. “Theaters of War: The Military
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* Mäyrä, Frans. “Gaming Culture at the Boundaries of Play.” Game
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* McGonigal, Jane. “‘This is Not a Game’: Immersive Aesthetics and
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* McLaughlin, Thomas. Give and Go: Basketball as a Cultural Practice.
  Albany: SUNY Press, 2008.
* Neilsen, Henrik Smed. “The Computer Game as a Somatic Experience.”
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* Nutt, Diane and Diane Railton. “The Sims: Real Life as Genre.”
  Information, Communication, and Society 6, no. 4, 2003.
* Pearce, Celia. Communities of Play: Emergent Cultures in Multiplayer Games
  and Virtual Worlds. Cambridge: MIT Press, 2009.
* ________. “Identity-as-Place: Trans-Ludic Identities in Mediated Play
  Communities — The Case of the Uru Diaspora.” Conference Paper.
  Internet 9.0: Association of Internet Researchers (2008). Published on
  author’s website
  (http://lcc.gatech.edu/~cpearce3/PearcePubs/PearceAIOR08.pdf). [6]
* Steinkuehler, Constance. “The Mangle of Play.” Games and Culture 1,
  no. 3, 2006.
* Taylor, T. L. Raising the Stakes: E-Sports and the Professionalization of
  Gaming. Cambridge: MIT Press, 2012.
* ________. Play Between Worlds: Exploring Online Game Culture. Cambridge:
  MIT Press, 2009.
* Wardrip-Fruin, Noah and Pat Harrigan, eds. First Person: New Media as
  Story, Performance and Game. Cambridge: MIT Press, 1997. (SELECTIONS)
* ________. Second Person: Role-Playing and Story in Games and Playable
  Media. Cambridge: MIT Press, 2007. (SELECTIONS)
* Wark, McKenzie. Gamer Theory. Cambridge: Harvard UP, 2007.

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