Tuesday, November 5, 2013

Global videogame culture and videogame and gender

Credits: HASTAC thread


* Bernstein, Charles. “Play it Again, Pac-Man.” Postmodern Culture 2,
  no. 1, 1991.
* Bogost, Ian. How To Do Things With Videogames. Minnesota UP, 2011.
* ________. “Videogames are a Mess.” Keynote address, Digital Games
  Research Association (DiGRA) Conference, 2009. Published at author’s
  personal website
  (http://www.bogost.com/writing/videogames_are_a_mess.shtml) [1]
* Bogost, Ian and Nick Montfort. “Platform Studies: Frequently Questioned
  Answers.” Conference paper. Digital Arts and Cultures Conference (2009).
  Published at author’s personal website.
  (http://www.bogost.com/downloads/bogost_montfort_dac_2009.pdf [2]).
* Consalvo, Mia. Cheating: Gaining Advantage in Videogames. Cambridge: MIT
  Press, 2009.
* Costikyan, Greg. Uncertainty in Games. Cambridge: MIT Press, 2013.
* Crogan, Patrick. Gameplay Mode: War, Simulation, and Technoculture.
  Minneapolis: Minnesota UP, 2011.
* Dyer-Witheford, Nick and Greig de Peuter. Games of Empire: Global
  Capitalism and Video Games. Minneapolis: Minnesota UP, 2009.
* Flanagan, Mary. Critical Play: Radical Game Design. Cambridge: MIT Press,
  2009.
* Galloway, Alexander. Gaming: Essays on Algorithmic Culture. Minneapolis:
  Minnesota UP, 2006.
* Garfield, Richard. “The Design Evolution of Magic: The Gathering.” In
  Fullerton, Tracy, and Christopher Swain. Game Design Workshop. CRC Press,
  2008 (pp. 191-205).
* ________. “Metagames.” Gygax, Gary et al., eds. Horsemen of the
  Apocolypse: Essays on Roleplaying. Jolly Roger Games, 2000.
* Geertz, Clifford. “Deep Play: Notes on the Balinese Cockfight.” The
  Interpretation of Cultures. Basic Books, 1973.
* Hickey, Dave. “The Heresy of Zone Defense.” Air Guitar: Essays on Art
  and Democracy. Art Issues Press, 1997.
* Jenkins, Henry. “Inventing the Digital Medium: An Interview with Janet
  Murray (Part One).” Posted on author’s blog 20 Feb 2012
  (http://henryjenkins.org/2012/02/an_interview_with_janet_murray.html [3])
* ________. “Games, the New Lively Art.” Hosted on MIT server
  (http://web.mit.edu/cms/People/henry3/GamesNewLively.html [4])
* 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
  Entertainment Complex.” In Schramm et al. eds. Collection, Laboratory,
  Theater: Scenes of Knowledge in the 17th Century. Walter de Gruyter
  Publishing, 2005.
* Mäyrä, Frans. “Gaming Culture at the Boundaries of Play.” Game
  Studies 10, no. 1, 2010. (http://gamestudies.org/1001/articles/mayra [5])
* McGonigal, Jane. “‘This is Not a Game’: Immersive Aesthetics and
  Collective Play.” In Melbourne DAC. Melbourne, 2003.
* McLaughlin, Thomas. Give and Go: Basketball as a Cultural Practice.
  Albany: SUNY Press, 2008.
* Neilsen, Henrik Smed. “The Computer Game as a Somatic Experience.”
  Eludamos: Journal for Computer Game Culture 4, no. 1, 2010 (pp. 25-40).
* 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.

Monday, October 14, 2013

In progress: On information infrastructures

Reading/Making:

The Master Switch (Wu, Tim)
Reality Hunger: A Manifesto (Shields, David)
Lifespan of a Fact (D'Agata, John; Fingal, Jim)
Wealth of Networks (Benkler, Yochai) (http://www.benkler.org/wonchapters.html)
Some of the other standard reads on bad internet/good internet, though most are outdated in what they anticipate: http://chronicle.com/article/Geeks-at-the-Beach-10-Summer/127762/?sid=at&utm_source=at&utm_medium=en

(I don't have a copy of D'Agata's book, the rest are on dropbox here: https://www.dropbox.com/home/Public/Info%20Infra)

Thursday, October 3, 2013

Starting Small - 1000 select readings

While I set out to post bibliographies, I bumped into this ginormous collection of philosophy and cultural theory texts, writings by all important philosophers alphabetically. Might be useful if you are looking for a stray essay. They are currently hosted on a dropbox but I am working on better ways to share.

Till then, knock yourselves out.
https://www.dropbox.com/sh/4pt2phmgp4tk5v1/9JkwDAHymD