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Egenfeldt-Nielsen S, Smith JH, Tosca SP. Understanding video games: the essential introduction. Third edition. New York, [New York]: : 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. New York, New York: : 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. London: : SAGE 2008. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=448458
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Rutter J, Bryce J. Understanding digital games. London: : 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. New York: : 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. New York: : 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. New York, NY: : 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. London: : 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. London: : 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. London: : MIT 2004. 420–58.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. Cambridge, MA: : 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.http://gamestudies.org/1103/articles/sicart_ap
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Baudrillard J. Jean Baudrillard, ‘The Precession of Simulacra’. In: Simulacra and simulation. Ann Arbor: : 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. New York: : Routledge 2003. 221–36.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. Cambridge, Mass: : 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;13:4–9. 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. New York: : 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. London: : 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.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. 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.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. Cambridge, Mass: : 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. Cambridge, Mass: : MIT 2004. 118–30.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. Cambridge, Mass: : 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;28:19–43. 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. London: : 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;51:11–23. 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. Austin: : 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. Austin: : 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. New York: : 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;4:127–43. doi:10.1177/1555412008325484
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Galloway AR. ‘Gamic Action, Four Moments’, pp.1–38. In: Gaming: essays on algorithmic culture. Minneapolis, Minn: : 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. New York, NY: : 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: : 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. Cambridge, Mass: : 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. New York, NY: : Routledge 2014. 388–95.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. London: : 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;5:403–24. 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. Cambridge, UK: : 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. Ann Arbor: : 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. Cambridge, Mass: : 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: : New York University Press 2006. 37–60.https://contentstore.cla.co.uk/secure/link?id=701f5b0b-f08d-ea11-80cd-005056af4099
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Richardson JG. Bourdieu, P. (1986), ‘The forms of capital’, pp. 241-258. In: Handbook of theory and research for the sociology of education. Westport, CT.: : Greenwood Press 1986. 241–58.https://contentstore.cla.co.uk/secure/link?id=3c87f4aa-8e8b-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. doi:10.4324/9780429500480
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Williams D, Martins N, Consalvo M, et al. The virtual census: representations of gender, race and age in video games. New Media & Society 2009;11:815–34. doi:10.1177/1461444809105354
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Monson MJ. Race-Based Fantasy Realm. Games and Culture 2012;7:48–71. 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.http://gamestudies.org/1402/articles/maccallumstewart
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Kafai YB, Richard GT, Tynes BM, editors. 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 2016.
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Mortensen TE. Anger, Fear, and Games: The Long Event of #GamerGate. Games and Culture 2018;13:787–806. 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. Cambridge, Mass: : 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. Cambridge, MA: : 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;7:375–96. 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;3:1–9. doi:10.3138/sim.3.4.002
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Meyers M, editor. Meyers, M. (2019), ‘Neoliberalism and the Media: History and Context’, pp. 3-18. In: Neoliberalism and the media. New York, New York: : 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. Minneapolis: : 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. Minneapolis: : 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;13:459–78. 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. London: : 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;14:67–86. 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;14:781–800. doi:10.1177/1555412017727226
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Giddings S. Accursed Play: The Economic Imaginary of Early Game Studies. Games and Culture 2018;13:765–83. doi:10.1177/1555412018755914
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Cohen S. Chapter 1, ‘Deviance and Moral Panics’, pp. 1-20. In: Folk devils and moral panics: the creation of the Mods and Rockers. London: : Routledge 2011. http://search.ebscohost.com/login.aspx?authtype=ip,shib&custid=s1123049&direct=true&db=nlebk&db=nlabk&site=ehost-live&scope=site&AN=361916
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Laycock J. Dangerous games: what the moral panic over role-playing games says about play, religion, and imagined worlds. Oakland, California: : University of California Press 2015. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1775219
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Kowert R, Quandt T, editors. 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 2016. http://lib.myilibrary.com/browse/open.asp?id=826241&entityid=https://idp.brunel.ac.uk/entity
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APA task force on violent media. Technical report on the review of the violent video game literature. 2015.http://www.apa.org/pi/families/violent-media.aspx
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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;9:3–3. 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;10:523–37. doi:10.1177/1749975515626953