APA task force on violent media. (2015). Technical report on the review of the violent video game literature. American Psychological Association. http://www.apa.org/pi/families/violent-media.aspx
Arsenault, D. (2013). Reverse-engineering graphical innovation: an introduction to graphical regimes. G|A|M|E Games as Art, Media, Entertainment, 1(2). https://www.gamejournal.it/reverse-engineering-graphical-innovation-an-introduction-to-graphical-regimes/
Baudrillard, J. (1994). Jean Baudrillard, ‘The Precession of Simulacra’. In Simulacra and simulation (pp. 1–14). University of Michigan Press. https://contentstore.cla.co.uk/secure/link?id=bd80ac55-f58d-ea11-80cd-005056af4099
Bogost, I. (2006). Unit operations: an approach to videogame criticism. MIT Press. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=3338585
Bogost, I. (2007). Ian Bogost, ‘Procedural Rhetoric’, pp. 1-64. In Persuasive games: the expressive power of videogames (pp. 1–64). MIT Press. http://lib.myilibrary.com/browse/open.asp?id=210078&entityid=https://idp.brunel.ac.uk/entity
Cohen, S. (2011). Chapter 1, ‘Deviance and Moral Panics’, pp. 1-20. In Folk devils and moral panics: the creation of the Mods and Rockers. Routledge. http://search.ebscohost.com/login.aspx?authtype=ip,shib&custid=s1123049&direct=true&db=nlebk&db=nlabk&site=ehost-live&scope=site&AN=361916
Corneliussen, H., & Rettberg, J. W. (n.d.). ‘World of Warcraft as a Playground for Feminism’, pp. 63-86. In Digital culture, play, and identity: a World of Warcraft reader (pp. 63–86). MIT Press. http://lib.myilibrary.com/browse/open.asp?id=209960&entityid=https://idp.brunel.ac.uk/entity
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). https://doi.org/10.4324/9780429500480
Darley, A. (2000). Visual digital culture: surface play and spectacle in new media genres. Routledge. http://lib.myilibrary.com/browse/open.asp?id=229854&entityid=https://idp.brunel.ac.uk/entity
Dooghan, D. (2019). Digital Conquerors:                              and the Apologetics of Neoliberalism. Games and Culture, 14(1), 67–86. https://doi.org/10.1177/1555412016655678
Dyer-Witheford, N., & De Peuter, G. (2009a). 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. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=574702
Dyer-Witheford, N., & De Peuter, G. (2009b). 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. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=574702
Egenfeldt-Nielsen, S., Smith, J. H., & Tosca, S. P. (2016). Understanding video games: the essential introduction (Third edition). Routledge. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=4218727
Fernâandez-Vara, C. (2019). Introduction to game analysis (Second edition). Routledge. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=5646038
Furedi, F. (2016). Moral Panic and Reading: Early Elite Anxieties About the Media Effect. Cultural Sociology, 10(4), 523–537. https://doi.org/10.1177/1749975515626953
Galloway, A. R. (2004). Social Realism in Gaming. Game Studies, 4(1). http://www.gamestudies.org/0401/galloway/
Galloway, A. R. (2006). ‘Gamic Action, Four Moments’, pp.1–38. In Gaming: essays on algorithmic culture: Vol. v. 18 (pp. 1–38). University of Minnesota Press. http://lib.myilibrary.com/browse/open.asp?id=522381&entityid=https://idp.brunel.ac.uk/entity
Giddings, S. (2018). Accursed Play: The Economic Imaginary of Early Game Studies. Games and Culture, 13(7), 765–783. https://doi.org/10.1177/1555412018755914
Gray, H. (1960). The Ontology of the Photographic Image. Film Quarterly, 13(4), 4–9. https://doi.org/10.2307/1210183
Inventing Space: Toward a Taxonomy of On- and Off-Screen Space in Video Games. (1997). Film Quarterly, 51(1), 11–23. https://doi.org/10.2307/1213527
Järvinen, A. (2002). Gran Stylissimo: The Audiovisual Elements and Styles in Computer Games. Computer Games and Digital Cultures Conference Proceedings, 1. http://www.digra.org/digital-library/publications/gran-stylissimo-the-audiovisual-elements-and-styles-in-computer-and-video-games/
Jenkins, H. (2006). Chapter 2, ‘Star Trek Rerun, Reread, Rewritten: Fan Writing as Textual Poaching’, pp. 37-60. In Fans, bloggers and gamers: exploring participatory culture (pp. 37–60). New York University Press. https://contentstore.cla.co.uk/secure/link?id=701f5b0b-f08d-ea11-80cd-005056af4099
Kafai, Y. B., Richard, G. T., & Tynes, B. M. (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. Carnegie Mellon, ETC Press.
Kelly, M. (2018). The Game of Politics. Games and Culture, 13(5), 459–478. https://doi.org/10.1177/1555412015623897
Kerr, A. (2006). Chapter 3, ‘Digital Games as Cultural Industry’, pp. 43-74. In The business and culture of digital games: gamework/gameplay. SAGE. http://lib.myilibrary.com/browse/open.asp?id=125158&entityid=https://idp.brunel.ac.uk/entity
King, G., & Krzywinska, T. (2006). Gamescapes: Exploration and Virtual Presence in Game-Worlds, pp. 76-123. In Tomb raiders and space invaders: videogame forms and contexts (pp. 76–123). I. B. Tauris. http://lib.myilibrary.com/browse/open.asp?id=252675&entityid=https://idp.brunel.ac.uk/entity
Kirkpatrick, G. (2009). Controller, Hand, Screen: Aesthetic Form in the Computer Game. Games and Culture, 4(2), 127–143. https://doi.org/10.1177/1555412008325484
Kirkpatrick, G. (2011). Graeme Kirkpatrick, ‘The Aesthetic Approach’, pp. 12–47. In Aesthetic theory and the video game (pp. 12–47). Manchester University Press. https://contentstore.cla.co.uk/secure/link?id=c2dc074d-f28d-ea11-80cd-005056af4099
Kirkpatrick, G. (2013). Chapter 3, ‘The Formation of Gaming Culture’, pp. 70-97. In Computer games and the social imaginary (pp. 70–97). Polity. http://lib.myilibrary.com/browse/open.asp?id=540328&entityid=https://idp.brunel.ac.uk/entity
Kowert, R., & Quandt, T. (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. Routledge, Taylor & Francis Group. http://lib.myilibrary.com/browse/open.asp?id=826241&entityid=https://idp.brunel.ac.uk/entity
Laycock, J. (2015). Dangerous games: what the moral panic over role-playing games says about play, religion, and imagined worlds. University of California Press. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1775219
Leonard, D. (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. https://doi.org/10.3138/sim.3.4.002
MacCallum-Stewart, E. (2014). Take That, Bitches! Refiguring Lara Croft in Feminist Game Narratives. Game Studies, 14(2). http://gamestudies.org/1402/articles/maccallumstewart
Mèayrèa, F. (2008). An introduction to game studies: games in culture. SAGE. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=448458
Meyers, M. (Ed.). (2019). Meyers, M. (2019), ‘Neoliberalism and the Media: History and Context’, pp. 3-18. In Neoliberalism and the media (pp. 3–18). Routledge. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=5667456
Monson, M. J. (2012). Race-Based Fantasy Realm. Games and Culture, 7(1), 48–71. https://doi.org/10.1177/1555412012440308
Mortensen, T. E. (2018). Anger, Fear, and Games: The Long Event of #GamerGate. Games and Culture, 13(8), 787–806. https://doi.org/10.1177/1555412016640408
Nardi, B. A. (n.d.). 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 (pp. 27–36). University of Michigan Press. https://lib.myilibrary.com/browse/open.asp?id=263913&entityid=https://idp.brunel.ac.uk/entity
Nikolchina, M. (n.d.). Time in Video Games: Repetitions of the New. Differences-a Journal of Feminist Cultural Studies, 28(3), 19–43. https://doi.org/10.1215/10407391-4260519
Nitsche, M. (2008). Video game spaces: image, play, and structure in 3D game worlds. MIT Press. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=3338970
Nitsche, M. (2014). Michael Nitsche, ‘Performance’, pp. 388–395. In M. J. P. Wolf (Ed.), The routledge companion to video game studies (pp. 388–395). Routledge. http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622
Pérez-Latorre, Ó., & Oliva, M. (2019). Video Games, Dystopia, and Neoliberalism: The Case of BioShock Infinite. Games and Culture, 14(7–8), 781–800. https://doi.org/10.1177/1555412017727226
Perron, B. (2014a). Grant Tavinor, ‘Art and Aesthetics’, pp. 59–66. In M. J. P. Wolf (Ed.), The routledge companion to video game studies (pp. 59–66). Routledge. http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622
Perron, B. (2014b). The routledge companion to video game studies (M. J. P. Wolf, Ed.). Routledge. http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622
Perron, B., & Wolf, M. J. P. (2009). The video game theory reader 2. Routledge. https://www.vlebooks.com/vleweb/product/openreader?id=Brunel&isbn=9780203887660
Poor, N. (2012). Digital Elves as a Racial Other in Video Games. Games and Culture, 7(5), 375–396. https://doi.org/10.1177/1555412012454224
Richardson, J. G. (1986). Bourdieu, P. (1986), ‘The forms of capital’, pp. 241-258. In Handbook of theory and research for the sociology of education (pp. 241–258). Greenwood Press. https://contentstore.cla.co.uk/secure/link?id=3c87f4aa-8e8b-ea11-80cd-005056af4099
Rutter, J., & Bryce, J. (2006). Understanding digital games. SAGE. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=334602
Shaw, A. (2010). What Is Video Game Culture? Cultural Studies and Game Studies. Games and Culture, 5(4), 403–424. https://doi.org/10.1177/1555412009360414
Sicart, M. (n.d.). Against Procedurality. Game Studies, 11(3). http://gamestudies.org/1103/articles/sicart_ap
Taylor, T. L. (2006). Chapter 4, ‘Where the women are’, pp. 93-124. In Play between worlds: exploring online game culture. MIT. http://lib.myilibrary.com/browse/open.asp?id=210089&entityid=https://idp.brunel.ac.uk/entity
Taylor, T. L. (2012). Chapter 5, ‘Spectatorship and Fandom’, pp. 181-238. In Raising the stakes: e-sports and the professionalization of computer gaming (pp. 181–238). MIT Press. http://lib.myilibrary.com/browse/open.asp?id=359454&entityid=https://idp.brunel.ac.uk/entity
Tekinbaðs, K. S., & Zimmerman, E. (2004a). Chapter 27, Salen, K. & Zimmerman, E., ‘Games as the Play of Simulation’, pp. 420-458. In Rules of play: game design fundamentals (pp. 420–458). MIT. https://contentstore.cla.co.uk/secure/link?id=0e4465ec-f38d-ea11-80cd-005056af4099
Tekinbaðs, K. S., & Zimmerman, E. (2004b). Rules of play: game design fundamentals. MIT. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=6246539
Tekinbaðs, K. S., & Zimmerman, E. (2006). The game design reader: a rules of play anthology. MIT. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=6246515
Waldron, D. (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. https://doi.org/10.3138/jrpc.9.1.003
Wardrip-Fruin, N., & Harrigan, P. (2004a). Henry Jenkins, ‘Game Design as Narrative Architecture’, pp. 118–130. In First person: new media as story, performance, and game (pp. 118–130). MIT. https://contentstore.cla.co.uk/secure/link?id=9f7c3a20-fa8d-ea11-80cd-005056af4099
Wardrip-Fruin, N., & Harrigan, P. (2004b). Jesper Juul, ‘Introduction to Game Time’, pp. 131–142. In First person: new media as story, performance, and game. MIT. https://contentstore.cla.co.uk/secure/link?id=387523b6-8281-eb11-85aa-281878520afa
Wardrip-Fruin, N., & Harrigan, P. (2004c). Michael Mateas, ‘A Preliminary Poetics of Interactive Drama and Games’, pp. 19–33. In First person: new media as story, performance, and game (pp. 19–33). MIT. https://contentstore.cla.co.uk/secure/link?id=5e84169f-f88d-ea11-80cd-005056af4099
Williams, D., Martins, N., Consalvo, M., & Ivory, J. D. (2009). The virtual census: representations of gender, race and age in video games. New Media & Society, 11(5), 815–834. https://doi.org/10.1177/1461444809105354
Williams, R., & Gable, R. (1989). Williams, R. 1989 [1958]. ‘Culture is Ordinary’, pp. 3-18. In Resources of hope: culture, democracy, socialism (pp. 3–18). Verso. https://contentstore.cla.co.uk/secure/link?id=5f734317-f18d-ea11-80cd-005056af4099
Wolf, M. J. P. (2001a). Brenda Laurel, ‘The Six Elements and the Casual Relations Among Them’, pp. 49–65. In The medium of the video game (pp. 49–65). University of Texas Press. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=4322317
Wolf, M. J. P. (2001b). ‘Time in the Video Game’, pp. 77–92. In The medium of the video game (pp. 77–92). University of Texas Press. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=4322317
Wolf, M. J. P., & Perron, B. (2003a). Gonzalo Frasca, ‘Simulation vs Narrative: Introduction to Ludology’, pp. 231-236. In The video game theory reader (pp. 221–236). Routledge. http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity
Wolf, M. J. P., & Perron, B. (2003b). Mark J. P. Wolf, ‘Abstraction in the Video Game’, pp. 47–65. In The video game theory reader (pp. 47–65). Routledge. http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity
Wolf, M. J. P., & Perron, B. (2003c). Markku Eskelinen and Rahnhild Tronstad, ‘Video Game and Configurative Performances’, pp. 195–220. In The video game theory reader (pp. 195–220). Routledge. http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity
Wolf, M. J. P., & Perron, B. (2003d). The video game theory reader. Routledge. http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity
Zagal, J. P., & Michael, M. (n.d.). Temporal Frames: A Unifying Framework for the Analysis of Game Temporality. In 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/