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Arsenault, Dominic. 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, Jean. 1994. ‘Jean Baudrillard, “The Precession of Simulacra”’. In Simulacra and Simulation, 1–14. Ann Arbor: University of Michigan Press. https://contentstore.cla.co.uk/secure/link?id=bd80ac55-f58d-ea11-80cd-005056af4099.
Bogost, Ian. 2006. Unit Operations: An Approach to Videogame Criticism. Cambridge, Mass: MIT Press. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=3338585.
———. 2007. ‘Ian Bogost, “Procedural Rhetoric”, Pp. 1-64’. In Persuasive Games: The Expressive Power of Videogames, 1–64. Cambridge, MA: MIT Press. http://lib.myilibrary.com/browse/open.asp?id=210078&entityid=https://idp.brunel.ac.uk/entity.
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. 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, Hilde, and Jill Walker Rettberg. n.d. ‘“World of Warcraft as a Playground for Feminism”, Pp. 63-86’. In Digital Culture, Play, and Identity: A World of Warcraft Reader, 63–86. Cambridge, MA: 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, Andrew. 2000. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge. http://lib.myilibrary.com/browse/open.asp?id=229854&entityid=https://idp.brunel.ac.uk/entity.
Dooghan, Daniel. 2019. ‘Digital Conquerors:                              and the Apologetics of Neoliberalism’. Games and Culture 14 (1): 67–86. https://doi.org/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. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=574702.
———. 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. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=574702.
Egenfeldt-Nielsen, Simon, Jonas Heide Smith, and Susana Pajares Tosca. 2016. Understanding Video Games: The Essential Introduction. Third edition. New York, [New York]: Routledge. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=4218727.
Fernâandez-Vara, Clara. 2019. Introduction to Game Analysis. Second edition. New York, New York: Routledge. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=5646038.
Furedi, Frank. 2016. ‘Moral Panic and Reading: Early Elite Anxieties About the Media Effect’. Cultural Sociology 10 (4): 523–37. https://doi.org/10.1177/1749975515626953.
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———. 2006. ‘“Gamic Action, Four Moments”, Pp.1–38’. In Gaming: Essays on Algorithmic Culture, v. 18:1–38. Minneapolis, Minn: University of Minnesota Press. http://lib.myilibrary.com/browse/open.asp?id=522381&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’. 1997. Film Quarterly 51 (1): 11–23. https://doi.org/10.2307/1213527.
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. http://www.digra.org/digital-library/publications/gran-stylissimo-the-audiovisual-elements-and-styles-in-computer-and-video-games/.
Jenkins, Henry. 2006. ‘Chapter 2, “Star Trek Rerun, Reread, Rewritten: Fan Writing as Textual Poaching”, Pp. 37-60’. In Fans, Bloggers and Gamers: Exploring Participatory Culture, 37–60. New York: New York University Press. https://contentstore.cla.co.uk/secure/link?id=701f5b0b-f08d-ea11-80cd-005056af4099.
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. https://doi.org/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. http://lib.myilibrary.com/browse/open.asp?id=125158&entityid=https://idp.brunel.ac.uk/entity.
King, Geoff, and Tanya Krzywinska. 2006. ‘Gamescapes: Exploration and Virtual Presence in Game-Worlds, Pp. 76-123’. In Tomb Raiders and Space Invaders: Videogame Forms and Contexts, 76–123. London: I. B. Tauris. http://lib.myilibrary.com/browse/open.asp?id=252675&entityid=https://idp.brunel.ac.uk/entity.
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———. 2013. ‘Chapter 3, “The Formation of Gaming Culture”, Pp. 70-97’. In Computer Games and the Social Imaginary, 70–97. Cambridge, UK: Polity. http://lib.myilibrary.com/browse/open.asp?id=540328&entityid=https://idp.brunel.ac.uk/entity.
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. http://lib.myilibrary.com/browse/open.asp?id=826241&entityid=https://idp.brunel.ac.uk/entity.
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. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1775219.
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. 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, Frans. 2008. An Introduction to Game Studies: Games in Culture. London: SAGE. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=448458.
Meyers, Marian, ed. 2019. ‘Meyers, M. (2019), ‘Neoliberalism and the Media: History and Context’, Pp. 3-18’. In Neoliberalism and the Media, 3–18. New York, New York: Routledge. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=5667456.
Monson, Melissa J. 2012. ‘Race-Based Fantasy Realm’. Games and Culture 7 (1): 48–71. https://doi.org/10.1177/1555412012440308.
Mortensen, Torill Elvira. 2018. ‘Anger, Fear, and Games: The Long Event of #GamerGate’. Games and Culture 13 (8): 787–806. https://doi.org/10.1177/1555412016640408.
Nardi, Bonnie 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, 27–36. Ann Arbor: University of Michigan Press. https://lib.myilibrary.com/browse/open.asp?id=263913&entityid=https://idp.brunel.ac.uk/entity.
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Nitsche, Michael. 2008. Video Game Spaces: Image, Play, and Structure in 3D Game Worlds. Cambridge, Mass: MIT Press. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=3338970.
———. 2014. ‘Michael Nitsche, “Performance”, Pp. 388–395’. In The Routledge Companion to Video Game Studies, edited by Mark J. P. Wolf, 388–95. New York, NY: Routledge. http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622.
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. https://doi.org/10.1177/1555412017727226.
Perron, Bernard. 2014a. ‘Grant Tavinor, “Art and Aesthetics”, Pp. 59–66’. In The Routledge Companion to Video Game Studies, edited by Mark J. P. Wolf, 59–66. New York, NY: Routledge. http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622.
———. 2014b. The Routledge Companion to Video Game Studies. Edited by Mark J. P. Wolf. New York, NY: Routledge. http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622.
Perron, Bernard, and Mark J. P. Wolf. 2009. The Video Game Theory Reader 2. New York: Routledge. https://www.vlebooks.com/vleweb/product/openreader?id=Brunel&isbn=9780203887660.
Poor, Nathaniel. 2012. ‘Digital Elves as a Racial Other in Video Games’. Games and Culture 7 (5): 375–96. https://doi.org/10.1177/1555412012454224.
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Rutter, Jason, and Jo Bryce. 2006. Understanding Digital Games. London: SAGE. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=334602.
Shaw, Adrienne. 2010. ‘What Is Video Game Culture? Cultural Studies and Game Studies’. Games and Culture 5 (4): 403–24. https://doi.org/10.1177/1555412009360414.
Sicart, Miguel. 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. Cambridge, Mass: MIT. http://lib.myilibrary.com/browse/open.asp?id=210089&entityid=https://idp.brunel.ac.uk/entity.
———. 2012. ‘Chapter 5, “Spectatorship and Fandom”, Pp. 181-238’. In Raising the Stakes: E-Sports and the Professionalization of Computer Gaming, 181–238. Cambridge, Mass: MIT Press. http://lib.myilibrary.com/browse/open.asp?id=359454&entityid=https://idp.brunel.ac.uk/entity.
Tekinbaðs, Katie Salen, and Eric Zimmerman. 2004a. ‘Chapter 27, Salen, K. & Zimmerman, E., “Games as the Play of Simulation”, Pp. 420-458’. In Rules of Play: Game Design Fundamentals, 420–58. London: MIT. https://contentstore.cla.co.uk/secure/link?id=0e4465ec-f38d-ea11-80cd-005056af4099.
———. 2004b. Rules of Play: Game Design Fundamentals. London: MIT. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=6246539.
———. 2006. The Game Design Reader: A Rules of Play Anthology. London: MIT. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=6246515.
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. https://doi.org/10.3138/jrpc.9.1.003.
Wardrip-Fruin, Noah, and Pat Harrigan. 2004a. ‘Henry Jenkins, “Game Design as Narrative Architecture”, Pp. 118–130’. In First Person: New Media as Story, Performance, and Game, 118–30. Cambridge, Mass: MIT. https://contentstore.cla.co.uk/secure/link?id=9f7c3a20-fa8d-ea11-80cd-005056af4099.
———. 2004b. ‘Jesper Juul, “Introduction to Game Time”, Pp. 131–142’. In First Person: New Media as Story, Performance, and Game. Cambridge, Mass: MIT. https://contentstore.cla.co.uk/secure/link?id=387523b6-8281-eb11-85aa-281878520afa.
———. 2004c. ‘Michael Mateas, “A Preliminary Poetics of Interactive Drama and Games”, Pp. 19–33’. In First Person: New Media as Story, Performance, and Game, 19–33. Cambridge, Mass: MIT. https://contentstore.cla.co.uk/secure/link?id=5e84169f-f88d-ea11-80cd-005056af4099.
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. https://doi.org/10.1177/1461444809105354.
Williams, Raymond, and Robin Gable. 1989. ‘Williams, R. 1989 [1958]. “Culture Is Ordinary”, Pp. 3-18’. In Resources of Hope: Culture, Democracy, Socialism, 3–18. London: Verso. https://contentstore.cla.co.uk/secure/link?id=5f734317-f18d-ea11-80cd-005056af4099.
Wolf, Mark J. P. 2001a. ‘Brenda Laurel, “The Six Elements and the Casual Relations Among Them”, Pp. 49–65’. In The Medium of the Video Game, 49–65. Austin: University of Texas Press. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=4322317.
———. 2001b. ‘“Time in the Video Game”, Pp. 77–92’. In The Medium of the Video Game, 77–92. Austin: University of Texas Press. https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=4322317.
Wolf, Mark J. P., and Bernard Perron. 2003a. ‘Gonzalo Frasca, “Simulation vs Narrative: Introduction to Ludology”, Pp. 231-236’. In The Video Game Theory Reader, 221–36. New York: Routledge. http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity.
———. 2003b. ‘Mark J. P. Wolf, “Abstraction in the Video Game”, Pp. 47–65’. In The Video Game Theory Reader, 47–65. New York: Routledge. http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity.
———. 2003c. ‘Markku Eskelinen and Rahnhild Tronstad, “Video Game and Configurative Performances”, Pp. 195–220’. In The Video Game Theory Reader, 195–220. New York: Routledge. http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity.
———. 2003d. The Video Game Theory Reader. New York: Routledge. http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity.
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. http://www.digra.org/digital-library/publications/temporal-frames-a-unifying-framework-for-the-analysis-of-game-temporality/.