Anon. 1997. ‘Inventing Space: Toward a Taxonomy of On- and Off-Screen Space in Video Games’. Film Quarterly 51(1):11–23. doi: 10.2307/1213527.
APA task force on violent media. 2015. ‘Technical Report on the Review of the Violent Video Game Literature’.
Arsenault, Dominic. 2013. ‘Reverse-Engineering Graphical Innovation: An Introduction to Graphical Regimes’. G|A|M|E Games as Art, Media, Entertainment 1(2).
Baudrillard, Jean. 1994. ‘Jean Baudrillard, “The Precession of Simulacra”’. Pp. 1–14 in Simulacra and simulation. Ann Arbor: University of Michigan Press.
Bogost, Ian. 2006. Unit Operations: An Approach to Videogame Criticism. Cambridge, Mass: MIT Press.
Bogost, Ian. 2007. ‘Ian Bogost, “Procedural Rhetoric”, Pp. 1-64’. Pp. 1–64 in Persuasive games: the expressive power of videogames. Cambridge, MA: MIT Press.
Cohen, Stanley. 2011. ‘Chapter 1, “Deviance and Moral Panics”, Pp. 1-20’. in Folk devils and moral panics: the creation of the Mods and Rockers. London: Routledge.
Corneliussen, Hilde, and Jill Walker Rettberg. n.d. ‘“World of Warcraft as a Playground for Feminism”, Pp. 63-86’. Pp. 63–86 in Digital culture, play, and identity: a World of Warcraft reader. Cambridge, MA: MIT Press.
Crenshaw, K. W. 1989. ‘Demarginalizing the Intersection of Race and Sex: A Black Feminist Critique of Antidiscrimination Doctrine, Feminist Theory and Antiracist Politics’. University of Chicago Legal Forum 1(8). doi: 10.4324/9780429500480.
Darley, Andrew. 2000. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge.
Dooghan, Daniel. 2019. ‘Digital Conquerors:                              and the Apologetics of Neoliberalism’. Games and Culture 14(1):67–86. doi: 10.1177/1555412016655678.
Dyer-Witheford, Nick, and Greig De Peuter. 2009a. ‘Chapter 6, “Imperial City: Grand Theft Auto”, Pp. 190-219’. in Games of empire: global capitalism and video games. Vol. 29. Minneapolis: University of Minnesota Press.
Dyer-Witheford, Nick, and Greig De Peuter. 2009b. ‘Chapter 8, “Exodus: The Metaverse and the Mines”, Pp. 252-267’. in Games of empire: global capitalism and video games. Vol. 29. Minneapolis: University of Minnesota Press.
Egenfeldt-Nielsen, Simon, Jonas Heide Smith, and Susana Pajares Tosca. 2016. Understanding Video Games: The Essential Introduction. Third edition. New York, [New York]: Routledge.
Fernâandez-Vara, Clara. 2019. Introduction to Game Analysis. Second edition. New York, New York: Routledge.
Furedi, Frank. 2016. ‘Moral Panic and Reading: Early Elite Anxieties About the Media Effect’. Cultural Sociology 10(4):523–37. doi: 10.1177/1749975515626953.
Galloway, Alexander R. 2004. ‘Social Realism in Gaming’. Game Studies 4(1).
Galloway, Alexander R. 2006. ‘“Gamic Action, Four Moments”, Pp.1–38’. Pp. 1–38 in Gaming: essays on algorithmic culture. Vol. v. 18. Minneapolis, Minn: University of Minnesota Press.
Giddings, Seth. 2018. ‘Accursed Play: The Economic Imaginary of Early Game Studies’. Games and Culture 13(7):765–83. doi: 10.1177/1555412018755914.
Gray, Hugh. 1960. ‘The Ontology of the Photographic Image’. Film Quarterly 13(4):4–9. doi: 10.2307/1210183.
Järvinen, Aki. 2002. ‘Gran Stylissimo: The Audiovisual Elements and Styles in Computer Games’. in Computer Games and Digital Cultures Conference Proceedings. Vol. 1. Tampere University Press.
Jenkins, Henry. 2006. ‘Chapter 2, “Star Trek Rerun, Reread, Rewritten: Fan Writing as Textual Poaching”, Pp. 37-60’. Pp. 37–60 in Fans, bloggers and gamers: exploring participatory culture. New York: New York University Press.
Kafai, Yasmin B., Gabriela T. Richard, and Brendesha M. Tynes, eds. 2016. ‘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. Pittsburgh: Carnegie Mellon, ETC Press.
Kelly, Matthew. 2018. ‘The Game of Politics’. Games and Culture 13(5):459–78. doi: 10.1177/1555412015623897.
Kerr, Aphra. 2006. ‘Chapter 3, “Digital Games as Cultural Industry”, Pp. 43-74’. in The business and culture of digital games: gamework/gameplay. London: SAGE.
King, Geoff, and Tanya Krzywinska. 2006. ‘Gamescapes: Exploration and Virtual Presence in Game-Worlds, Pp. 76-123’. Pp. 76–123 in Tomb raiders and space invaders: videogame forms and contexts. London: I. B. Tauris.
Kirkpatrick, G. 2009. ‘Controller, Hand, Screen: Aesthetic Form in the Computer Game’. Games and Culture 4(2):127–43. doi: 10.1177/1555412008325484.
Kirkpatrick, Graeme. 2011. ‘Graeme Kirkpatrick, “The Aesthetic Approach”, Pp. 12–47’. Pp. 12–47 in Aesthetic theory and the video game. Manchester: Manchester University Press.
Kirkpatrick, Graeme. 2013. ‘Chapter 3, “The Formation of Gaming Culture”, Pp. 70-97’. Pp. 70–97 in Computer games and the social imaginary. Cambridge, UK: Polity.
Kowert, Rachel, and Thorsten Quandt, eds. 2016. ‘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. New York: Routledge, Taylor & Francis Group.
Laycock, Joseph. 2015. Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds. Oakland, California: University of California Press.
Leonard, David. 2003. ‘"Live in Your World, Play in Ours”: Race, Video Games, and Consuming the Other’. SIMILE: Studies In Media & Information Literacy Education 3(4):1–9. doi: 10.3138/sim.3.4.002.
MacCallum-Stewart, E. 2014. ‘Take That, Bitches! Refiguring Lara Croft in Feminist Game Narratives’. Game Studies 14(2).
Mèayrèa, Frans. 2008. An Introduction to Game Studies: Games in Culture. London: SAGE.
Meyers, Marian, ed. 2019. ‘Meyers, M. (2019), ‘Neoliberalism and the Media: History and Context’, Pp. 3-18’. Pp. 3–18 in Neoliberalism and the media. New York, New York: Routledge.
Monson, Melissa J. 2012. ‘Race-Based Fantasy Realm’. Games and Culture 7(1):48–71. doi: 10.1177/1555412012440308.
Mortensen, Torill Elvira. 2018. ‘Anger, Fear, and Games: The Long Event of #GamerGate’. Games and Culture 13(8):787–806. doi: 10.1177/1555412016640408.
Nardi, Bonnie A. n.d. ‘Chapter 2, “An Enthnographic Investigation of World of Warcraft”, Pp. 27-36’. Pp. 27–36 in My life as a night elf priest: an anthropological account of World of warcraft. Ann Arbor: University of Michigan Press.
Nikolchina, M. n.d. ‘Time in Video Games: Repetitions of the New’. Differences-a Journal of Feminist Cultural Studies 28(3):19–43. doi: 10.1215/10407391-4260519.
Nitsche, Michael. 2008. Video Game Spaces: Image, Play, and Structure in 3D Game Worlds. Cambridge, Mass: MIT Press.
Nitsche, Michael. 2014. ‘Michael Nitsche, “Performance”, Pp. 388–395’. Pp. 388–95 in The routledge companion to video game studies, edited by M. J. P. Wolf. New York, NY: Routledge.
Pérez-Latorre, Óliver, and Mercè Oliva. 2019. ‘Video Games, Dystopia, and Neoliberalism: The Case of BioShock Infinite’. Games and Culture 14(7–8):781–800. doi: 10.1177/1555412017727226.
Perron, Bernard. 2014a. ‘Grant Tavinor, “Art and Aesthetics”, Pp. 59–66’. Pp. 59–66 in The routledge companion to video game studies, edited by M. J. P. Wolf. New York, NY: Routledge.
Perron, Bernard. 2014b. The Routledge Companion to Video Game Studies. edited by M. J. P. Wolf. New York, NY: Routledge.
Perron, Bernard, and Mark J. P. Wolf. 2009. The Video Game Theory Reader 2. New York: Routledge.
Poor, Nathaniel. 2012. ‘Digital Elves as a Racial Other in Video Games’. Games and Culture 7(5):375–96. doi: 10.1177/1555412012454224.
Richardson, John G. 1986. ‘Bourdieu, P. (1986), “The Forms of Capital”, Pp. 241-258’. Pp. 241–58 in Handbook of theory and research for the sociology of education. Westport, CT.: Greenwood Press.
Rutter, Jason, and Jo Bryce. 2006. Understanding Digital Games. London: SAGE.
Shaw, Adrienne. 2010. ‘What Is Video Game Culture? Cultural Studies and Game Studies’. Games and Culture 5(4):403–24. doi: 10.1177/1555412009360414.
Sicart, Miguel. n.d. ‘Against Procedurality’. Game Studies 11(3).
Taylor, T. L. 2006. ‘Chapter 4, “Where the Women Are”, Pp. 93-124’. in Play between worlds: exploring online game culture. Cambridge, Mass: MIT.
Taylor, T. L. 2012. ‘Chapter 5, “Spectatorship and Fandom”, Pp. 181-238’. Pp. 181–238 in Raising the stakes: e-sports and the professionalization of computer gaming. Cambridge, Mass: MIT Press.
Tekinbaðs, Katie Salen, and Eric Zimmerman. 2004a. ‘Chapter 27, Salen, K. & Zimmerman, E., “Games as the Play of Simulation”, Pp. 420-458’. Pp. 420–58 in Rules of play: game design fundamentals. London: MIT.
Tekinbaðs, Katie Salen, and Eric Zimmerman. 2004b. Rules of Play: Game Design Fundamentals. London: MIT.
Tekinbaðs, Katie Salen, and Eric Zimmerman. 2006. The Game Design Reader: A Rules of Play Anthology. London: MIT.
Waldron, David. n.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.
Wardrip-Fruin, Noah, and Pat Harrigan. 2004a. ‘Henry Jenkins, “Game Design as Narrative Architecture”, Pp. 118–130’. Pp. 118–30 in First person: new media as story, performance, and game. Cambridge, Mass: MIT.
Wardrip-Fruin, Noah, and Pat Harrigan. 2004b. ‘Jesper Juul, “Introduction to Game Time”, Pp. 131–142’. in First person: new media as story, performance, and game. Cambridge, Mass: MIT.
Wardrip-Fruin, Noah, and Pat Harrigan. 2004c. ‘Michael Mateas, “A Preliminary Poetics of Interactive Drama and Games”, Pp. 19–33’. Pp. 19–33 in First person: new media as story, performance, and game. Cambridge, Mass: MIT.
Williams, Dmitri, Nicole Martins, Mia Consalvo, and James D. Ivory. 2009. ‘The Virtual Census: Representations of Gender, Race and Age in Video Games’. New Media & Society 11(5):815–34. doi: 10.1177/1461444809105354.
Williams, Raymond, and Robin Gable. 1989. ‘Williams, R. 1989 [1958]. “Culture Is Ordinary”, Pp. 3-18’. Pp. 3–18 in Resources of hope: culture, democracy, socialism. London: Verso.
Wolf, Mark J. P. 2001a. ‘Brenda Laurel, “The Six Elements and the Casual Relations Among Them”, Pp. 49–65’. Pp. 49–65 in The medium of the video game. Austin: University of Texas Press.
Wolf, Mark J. P. 2001b. ‘“Time in the Video Game”, Pp. 77–92’. Pp. 77–92 in The medium of the video game. Austin: University of Texas Press.
Wolf, Mark J. P., and Bernard Perron. 2003a. ‘Gonzalo Frasca, “Simulation vs Narrative: Introduction to Ludology”, Pp. 231-236’. Pp. 221–36 in The video game theory reader. New York: Routledge.
Wolf, Mark J. P., and Bernard Perron. 2003b. ‘Mark J. P. Wolf, “Abstraction in the Video Game”, Pp. 47–65’. Pp. 47–65 in The video game theory reader. New York: Routledge.
Wolf, Mark J. P., and Bernard Perron. 2003c. ‘Markku Eskelinen and Rahnhild Tronstad, “Video Game and Configurative Performances”, Pp. 195–220’. Pp. 195–220 in The video game theory reader. New York: Routledge.
Wolf, Mark J. P., and Bernard Perron. 2003d. The Video Game Theory Reader. New York: Routledge.
Zagal, José P., and Mateas Michael. n.d. ‘Temporal Frames: A Unifying Framework for the Analysis of Game Temporality’. DiGRA ’07 - Proceedings of the 2007 DiGRA International Conference: Situated Play.