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Egenfeldt-Nielsen S, Smith JH, Tosca SP. Understanding Video Games: The Essential Introduction. Third edition. Routledge; 2016. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=4218727
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Fernâandez-Vara C. Introduction to Game Analysis. Second edition. Routledge; 2019. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=5646038
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Mèayrèa F. An Introduction to Game Studies: Games in Culture. SAGE; 2008. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=448458
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Rutter J, Bryce J. Understanding Digital Games. SAGE; 2006. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=334602
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Wolf MJP, Perron B. The Video Game Theory Reader. Routledge; 2003. http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity
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Perron B, Wolf MJP. The Video Game Theory Reader 2. Routledge; 2009. https://www.vlebooks.com/vleweb/product/openreader?id=Brunel&isbn=9780203887660
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Perron B. The Routledge Companion to Video Game Studies. (Wolf MJP, ed.). Routledge; 2014. http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622
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Tekinbaðs KS, Zimmerman E. Rules of Play: Game Design Fundamentals. MIT; 2004. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=6246539
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Tekinbaðs KS, Zimmerman E. The Game Design Reader: A Rules of Play Anthology. MIT; 2006. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=6246515
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Tekinbaðs KS, Zimmerman E. Chapter 27, Salen, K. & Zimmerman, E., ‘Games as the Play of Simulation’, pp. 420-458. In: Rules of Play: Game Design Fundamentals. MIT; 2004:420-458. https://contentstore.cla.co.uk/secure/link?id=0e4465ec-f38d-ea11-80cd-005056af4099
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Bogost I. Ian Bogost, ‘Procedural Rhetoric’, pp. 1-64. In: Persuasive Games: The Expressive Power of Videogames. MIT Press; 2007:1-64. http://lib.myilibrary.com/browse/open.asp?id=210078&entityid=https://idp.brunel.ac.uk/entity
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Sicart M. Against Procedurality. Game Studies. 11(3). http://gamestudies.org/1103/articles/sicart_ap
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Baudrillard J. Jean Baudrillard, ‘The Precession of Simulacra’. In: Simulacra and Simulation. University of Michigan Press; 1994:1-14. https://contentstore.cla.co.uk/secure/link?id=bd80ac55-f58d-ea11-80cd-005056af4099
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Wolf MJP, Perron B. Gonzalo Frasca, ‘Simulation vs Narrative: Introduction to Ludology’, pp. 231-236. In: The Video Game Theory Reader. Routledge; 2003:221-236. http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity
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Bogost I. Unit Operations: An Approach to Videogame Criticism. MIT Press; 2006. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=3338585
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Gray H. The Ontology of the Photographic Image. Film Quarterly. 1960;13(4):4-9. doi:10.2307/1210183
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Wolf MJP, Perron B. Mark J. P. Wolf, ‘Abstraction in the Video Game’, pp. 47–65. In: The Video Game Theory Reader. Routledge; 2003:47-65. http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity
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Darley A. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. Routledge; 2000. http://lib.myilibrary.com/browse/open.asp?id=229854&entityid=https://idp.brunel.ac.uk/entity
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Galloway AR. Social Realism in Gaming. Game Studies. 2004;4(1). http://www.gamestudies.org/0401/galloway/
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Järvinen A. Gran Stylissimo: The Audiovisual Elements and Styles in Computer Games. In: Computer Games and Digital Cultures Conference Proceedings. Vol 1. Tampere University Press; 2002. http://www.digra.org/digital-library/publications/gran-stylissimo-the-audiovisual-elements-and-styles-in-computer-and-video-games/
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Arsenault D. Reverse-engineering graphical innovation: an introduction to graphical regimes. G|A|M|E Games as Art, Media, Entertainment. 2013;1(2). https://www.gamejournal.it/reverse-engineering-graphical-innovation-an-introduction-to-graphical-regimes/
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Nitsche M. Video Game Spaces: Image, Play, and Structure in 3D Game Worlds. MIT Press; 2008. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=3338970
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Wardrip-Fruin N, Harrigan P. Henry Jenkins, ‘Game Design as Narrative Architecture’, pp. 118–130. In: First Person: New Media as Story, Performance, and Game. MIT; 2004:118-130. https://contentstore.cla.co.uk/secure/link?id=9f7c3a20-fa8d-ea11-80cd-005056af4099
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Wardrip-Fruin N, Harrigan P. Jesper Juul, ‘Introduction to Game Time’, pp. 131–142. In: First Person: New Media as Story, Performance, and Game. MIT; 2004. https://contentstore.cla.co.uk/secure/link?id=387523b6-8281-eb11-85aa-281878520afa
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Nikolchina M. Time in Video Games: Repetitions of the New. Differences-a journal of feminist cultural studies. 28(3):19-43. doi:10.1215/10407391-4260519
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King G, Krzywinska T. Gamescapes: Exploration and Virtual Presence in Game-Worlds, pp. 76-123. In: Tomb Raiders and Space Invaders: Videogame Forms and Contexts. I. B. Tauris; 2006:76-123. http://lib.myilibrary.com/browse/open.asp?id=252675&entityid=https://idp.brunel.ac.uk/entity
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Inventing Space: Toward a Taxonomy of On- and Off-Screen Space in Video Games. Film Quarterly. 1997;51(1):11-23. doi:10.2307/1213527
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Zagal JP, Michael M. Temporal Frames: A Unifying Framework for the Analysis of Game Temporality. DiGRA ’07 - Proceedings of the 2007 DiGRA International Conference: Situated Play. http://www.digra.org/digital-library/publications/temporal-frames-a-unifying-framework-for-the-analysis-of-game-temporality/
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Wolf MJP. ‘Time in the Video Game’, pp. 77–92. In: The Medium of the Video Game. University of Texas Press; 2001:77-92. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=4322317
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Wolf MJP. Brenda Laurel, ‘The Six Elements and the Casual Relations Among Them’, pp. 49–65. In: The Medium of the Video Game. University of Texas Press; 2001:49-65. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=4322317
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Wolf MJP, Perron B. Markku Eskelinen and Rahnhild Tronstad, ‘Video Game and Configurative Performances’, pp. 195–220. In: The Video Game Theory Reader. Routledge; 2003:195-220. http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity
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Kirkpatrick G. Controller, Hand, Screen: Aesthetic Form in the Computer Game. Games and Culture. 2009;4(2):127-143. doi:10.1177/1555412008325484
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Galloway AR. ‘Gamic Action, Four Moments’, pp.1–38. In: Gaming: Essays on Algorithmic Culture. Vol v. 18. University of Minnesota Press; 2006:1-38. http://lib.myilibrary.com/browse/open.asp?id=522381&entityid=https://idp.brunel.ac.uk/entity
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Perron B. Grant Tavinor, ‘Art and Aesthetics’, pp. 59–66. In: Wolf MJP, ed. The Routledge Companion to Video Game Studies. Routledge; 2014:59-66. http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622
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Kirkpatrick G. Graeme Kirkpatrick, ‘The Aesthetic Approach’, pp. 12–47. In: Aesthetic Theory and the Video Game. Manchester University Press; 2011:12-47. https://contentstore.cla.co.uk/secure/link?id=c2dc074d-f28d-ea11-80cd-005056af4099
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Wardrip-Fruin N, Harrigan P. Michael Mateas, ‘A Preliminary Poetics of Interactive Drama and Games’, pp. 19–33. In: First Person: New Media as Story, Performance, and Game. MIT; 2004:19-33. https://contentstore.cla.co.uk/secure/link?id=5e84169f-f88d-ea11-80cd-005056af4099
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Nitsche M. Michael Nitsche, ‘Performance’, pp. 388–395. In: Wolf MJP, ed. The Routledge Companion to Video Game Studies. Routledge; 2014:388-395. http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622
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Williams R, Gable R. Williams, R. 1989 [1958]. ‘Culture is Ordinary’, pp. 3-18. In: Resources of Hope: Culture, Democracy, Socialism. Verso; 1989:3-18. https://contentstore.cla.co.uk/secure/link?id=5f734317-f18d-ea11-80cd-005056af4099
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Shaw A. What Is Video Game Culture? Cultural Studies and Game Studies. Games and Culture. 2010;5(4):403-424. doi:10.1177/1555412009360414
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Kirkpatrick G. Chapter 3, ‘The Formation of Gaming Culture’, pp. 70-97. In: Computer Games and the Social Imaginary. Polity; 2013:70-97. http://lib.myilibrary.com/browse/open.asp?id=540328&entityid=https://idp.brunel.ac.uk/entity
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Nardi BA. Chapter 2, ‘An Enthnographic Investigation of World of Warcraft’, pp. 27-36. In: My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft. University of Michigan Press; :27-36. https://lib.myilibrary.com/browse/open.asp?id=263913&entityid=https://idp.brunel.ac.uk/entity
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Taylor TL. Chapter 5, ‘Spectatorship and Fandom’, pp. 181-238. In: Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. MIT Press; 2012:181-238. http://lib.myilibrary.com/browse/open.asp?id=359454&entityid=https://idp.brunel.ac.uk/entity
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Jenkins H. Chapter 2, ‘Star Trek Rerun, Reread, Rewritten: Fan Writing as Textual Poaching’, pp. 37-60. In: Fans, Bloggers and Gamers: Exploring Participatory Culture. New York University Press; 2006:37-60. https://contentstore.cla.co.uk/secure/link?id=701f5b0b-f08d-ea11-80cd-005056af4099
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Crenshaw KW. Demarginalizing the Intersection of Race and Sex: A Black Feminist Critique of Antidiscrimination Doctrine, Feminist Theory and Antiracist Politics. University of Chicago Legal Forum. 1989;1(8). doi:10.4324/9780429500480
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Williams D, Martins N, Consalvo M, Ivory JD. The virtual census: representations of gender, race and age in video games. New Media & Society. 2009;11(5):815-834. doi:10.1177/1461444809105354
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Monson MJ. Race-Based Fantasy Realm. Games and Culture. 2012;7(1):48-71. doi:10.1177/1555412012440308
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MacCallum-Stewart E. Take That, Bitches! Refiguring Lara Croft in Feminist Game Narratives. Game Studies. 2014;14(2). http://gamestudies.org/1402/articles/maccallumstewart
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Kafai YB, Richard GT, Tynes BM, eds. Kafai, Y et al., ‘The Need for Intersectional Perspectives and Inclusive Design in Gaming’. In: Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming. Carnegie Mellon, ETC Press; 2016.
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Mortensen TE. Anger, Fear, and Games: The Long Event of #GamerGate. Games and Culture. 2018;13(8):787-806. doi:10.1177/1555412016640408
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Taylor TL. Chapter 4, ‘Where the women are’, pp. 93-124. In: Play between Worlds: Exploring Online Game Culture. MIT; 2006. http://lib.myilibrary.com/browse/open.asp?id=210089&entityid=https://idp.brunel.ac.uk/entity
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Corneliussen H, Rettberg JW. ‘World of Warcraft as a Playground for Feminism’, pp. 63-86. In: Digital Culture, Play, and Identity: A World of Warcraft Reader. MIT Press; :63-86. http://lib.myilibrary.com/browse/open.asp?id=209960&entityid=https://idp.brunel.ac.uk/entity
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Poor N. Digital Elves as a Racial Other in Video Games. Games and Culture. 2012;7(5):375-396. doi:10.1177/1555412012454224
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Leonard D. "Live in Your World, Play in Ours”: Race, Video Games, and Consuming the Other. SIMILE: Studies In Media & Information Literacy Education. 2003;3(4):1-9. doi:10.3138/sim.3.4.002
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Meyers M, ed. Meyers, M. (2019), ‘Neoliberalism and the Media: History and Context’, pp. 3-18. In: Neoliberalism and the Media. Routledge; 2019:3-18. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=5667456
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Dyer-Witheford N, De Peuter G. Chapter 6, ‘Imperial City: Grand Theft Auto’, pp. 190-219. In: Games of Empire: Global Capitalism and Video Games. Vol 29. University of Minnesota Press; 2009. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=574702
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Dyer-Witheford N, De Peuter G. Chapter 8, ‘Exodus: The Metaverse and the Mines’, pp. 252-267. In: Games of Empire: Global Capitalism and Video Games. Vol 29. University of Minnesota Press; 2009. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=574702
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Kelly M. The Game of Politics. Games and Culture. 2018;13(5):459-478. doi:10.1177/1555412015623897
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Kerr A. Chapter 3, ‘Digital Games as Cultural Industry’, pp. 43-74. In: The Business and Culture of Digital Games: Gamework/Gameplay. SAGE; 2006. http://lib.myilibrary.com/browse/open.asp?id=125158&entityid=https://idp.brunel.ac.uk/entity
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Dooghan D. Digital Conquerors:                              and the Apologetics of Neoliberalism. Games and Culture. 2019;14(1):67-86. doi:10.1177/1555412016655678
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Pérez-Latorre Ó, Oliva M. Video Games, Dystopia, and Neoliberalism: The Case of BioShock Infinite. Games and Culture. 2019;14(7-8):781-800. doi:10.1177/1555412017727226
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Laycock J. Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds. University of California Press; 2015. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1775219
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Kowert R, Quandt T, eds. Coulson, M. and Ferguson, C. (2016), ‘The influence of Digital Games on Aggression and Violent Crime’. In: The Video Game Debate: Unravelling the Physical, Social, and Psychological Effects of Digital Games. Routledge, Taylor & Francis Group; 2016. http://lib.myilibrary.com/browse/open.asp?id=826241&entityid=https://idp.brunel.ac.uk/entity
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Waldron D. Role-Playing Games and the Christian Right: Community Formation in Response to a Moral Panic | The Journal of Religion and Popular Culture. The Journal of Religion and Popular Culture. 9(1):3-3. doi:10.3138/jrpc.9.1.003
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Furedi F. Moral Panic and Reading: Early Elite Anxieties About the Media Effect. Cultural Sociology. 2016;10(4):523-537. doi:10.1177/1749975515626953