[1]
S. Egenfeldt-Nielsen, J. H. Smith, and S. P. Tosca, Understanding video games: the essential introduction, Third edition. New York, [New York]: Routledge, 2016 [Online]. Available: https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=4218727
[2]
C. Fernâandez-Vara, Introduction to game analysis, Second edition. New York, New York: Routledge, 2019 [Online]. Available: https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=5646038
[3]
F. Mèayrèa, An introduction to game studies: games in culture. London: SAGE, 2008 [Online]. Available: https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=448458
[4]
J. Rutter and J. Bryce, Understanding digital games. London: SAGE, 2006 [Online]. Available: https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=334602
[5]
M. J. P. Wolf and B. Perron, The video game theory reader. New York: Routledge, 2003 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity
[6]
B. Perron and M. J. P. Wolf, The video game theory reader 2. New York: Routledge, 2009 [Online]. Available: https://www.vlebooks.com/vleweb/product/openreader?id=Brunel&isbn=9780203887660
[7]
B. Perron, The routledge companion to video game studies. New York, NY: Routledge, 2014 [Online]. Available: http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622
[8]
K. S. Tekinbaðs and E. Zimmerman, Rules of play: game design fundamentals. London: MIT, 2004 [Online]. Available: https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=6246539
[9]
K. S. Tekinbaðs and E. Zimmerman, The game design reader: a rules of play anthology. London: MIT, 2006 [Online]. Available: https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=6246515
[10]
K. S. Tekinbaðs and E. Zimmerman, ‘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, pp. 420–458 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=0e4465ec-f38d-ea11-80cd-005056af4099
[11]
I. Bogost, ‘Ian Bogost, “Procedural Rhetoric”, pp. 1-64’, in Persuasive games: the expressive power of videogames, Cambridge, MA: MIT Press, 2007, pp. 1–64 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=210078&entityid=https://idp.brunel.ac.uk/entity
[12]
M. Sicart, ‘Against Procedurality’, Game Studies, vol. 11, no. 3 [Online]. Available: http://gamestudies.org/1103/articles/sicart_ap
[13]
J. Baudrillard, ‘Jean Baudrillard, “The Precession of Simulacra”’, in Simulacra and simulation, Ann Arbor: University of Michigan Press, 1994, pp. 1–14 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=bd80ac55-f58d-ea11-80cd-005056af4099
[14]
M. J. P. Wolf and B. Perron, ‘Gonzalo Frasca, “Simulation vs Narrative: Introduction to Ludology”, pp. 231-236’, in The video game theory reader, New York: Routledge, 2003, pp. 221–236 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity
[15]
I. Bogost, Unit operations: an approach to videogame criticism. Cambridge, Mass: MIT Press, 2006 [Online]. Available: https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=3338585
[16]
H. Gray, ‘The Ontology of the Photographic Image’, Film Quarterly, vol. 13, no. 4, pp. 4–9, Jul. 1960, doi: 10.2307/1210183.
[17]
M. J. P. Wolf and B. Perron, ‘Mark J. P. Wolf, “Abstraction in the Video Game”, pp. 47–65’, in The video game theory reader, New York: Routledge, 2003, pp. 47–65 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity
[18]
A. Darley, Visual digital culture: surface play and spectacle in new media genres. London: Routledge, 2000 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=229854&entityid=https://idp.brunel.ac.uk/entity
[19]
A. R. Galloway, ‘Social Realism in Gaming’, Game Studies, vol. 4, no. 1, 2004 [Online]. Available: http://www.gamestudies.org/0401/galloway/
[20]
A. Järvinen, ‘Gran Stylissimo: The Audiovisual Elements and Styles in Computer Games’, in Computer Games and Digital Cultures Conference Proceedings, 2002, vol. 1 [Online]. Available: http://www.digra.org/digital-library/publications/gran-stylissimo-the-audiovisual-elements-and-styles-in-computer-and-video-games/
[21]
D. Arsenault, ‘Reverse-engineering graphical innovation: an introduction to graphical regimes’, G|A|M|E Games as Art, Media, Entertainment, vol. 1, no. 2, 2013 [Online]. Available: https://www.gamejournal.it/reverse-engineering-graphical-innovation-an-introduction-to-graphical-regimes/
[22]
M. Nitsche, Video game spaces: image, play, and structure in 3D game worlds. Cambridge, Mass: MIT Press, 2008 [Online]. Available: https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=3338970
[23]
N. Wardrip-Fruin and P. Harrigan, ‘Henry Jenkins, “Game Design as Narrative Architecture”, pp. 118–130’, in First person: new media as story, performance, and game, Cambridge, Mass: MIT, 2004, pp. 118–130 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=9f7c3a20-fa8d-ea11-80cd-005056af4099
[24]
N. Wardrip-Fruin and P. Harrigan, ‘Jesper Juul, “Introduction to Game Time”, pp. 131–142’, in First person: new media as story, performance, and game, Cambridge, Mass: MIT, 2004 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=387523b6-8281-eb11-85aa-281878520afa
[25]
M. Nikolchina, ‘Time in Video Games: Repetitions of the New’, Differences-a journal of feminist cultural studies, vol. 28, no. 3, pp. 19–43, doi: 10.1215/10407391-4260519. [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=ed648037-898b-ea11-80cd-005056af4099
[26]
G. King and T. Krzywinska, ‘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, pp. 76–123 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=252675&entityid=https://idp.brunel.ac.uk/entity
[27]
‘Inventing Space: Toward a Taxonomy of On- and Off-Screen Space in Video Games’, Film Quarterly, vol. 51, no. 1, pp. 11–23, Oct. 1997, doi: 10.2307/1213527.
[28]
J. P. Zagal and M. Michael, ‘Temporal Frames: A Unifying Framework for the Analysis of Game Temporality’, DiGRA ’07 - Proceedings of the 2007 DiGRA International Conference: Situated Play. [Online]. Available: http://www.digra.org/digital-library/publications/temporal-frames-a-unifying-framework-for-the-analysis-of-game-temporality/
[29]
M. J. P. Wolf, ‘“Time in the Video Game”, pp. 77–92’, in The medium of the video game, Austin: University of Texas Press, 2001, pp. 77–92 [Online]. Available: https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=4322317
[30]
M. J. P. Wolf, ‘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, pp. 49–65 [Online]. Available: https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=4322317
[31]
M. J. P. Wolf and B. Perron, ‘Markku Eskelinen and Rahnhild Tronstad, “Video Game and Configurative Performances”, pp. 195–220’, in The video game theory reader, New York: Routledge, 2003, pp. 195–220 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity
[32]
G. Kirkpatrick, ‘Controller, Hand, Screen: Aesthetic Form in the Computer Game’, Games and Culture, vol. 4, no. 2, pp. 127–143, Apr. 2009, doi: 10.1177/1555412008325484.
[33]
A. R. Galloway, ‘“Gamic Action, Four Moments”, pp.1–38’, in Gaming: essays on algorithmic culture, vol. v. 18, Minneapolis, Minn: University of Minnesota Press, 2006, pp. 1–38 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=522381&entityid=https://idp.brunel.ac.uk/entity
[34]
B. Perron, ‘Grant Tavinor, “Art and Aesthetics”, pp. 59–66’, in The routledge companion to video game studies, M. J. P. Wolf, Ed. New York, NY: Routledge, 2014, pp. 59–66 [Online]. Available: http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622
[35]
G. Kirkpatrick, ‘Graeme Kirkpatrick, “The Aesthetic Approach”, pp. 12–47’, in Aesthetic theory and the video game, Manchester: Manchester University Press, 2011, pp. 12–47 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=c2dc074d-f28d-ea11-80cd-005056af4099
[36]
N. Wardrip-Fruin and P. Harrigan, ‘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, pp. 19–33 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=5e84169f-f88d-ea11-80cd-005056af4099
[37]
M. Nitsche, ‘Michael Nitsche, “Performance”, pp. 388–395’, in The routledge companion to video game studies, M. J. P. Wolf, Ed. New York, NY: Routledge, 2014, pp. 388–395 [Online]. Available: http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622
[38]
R. Williams and R. Gable, ‘Williams, R. 1989 [1958]. “Culture is Ordinary”, pp. 3-18’, in Resources of hope: culture, democracy, socialism, London: Verso, 1989, pp. 3–18 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=5f734317-f18d-ea11-80cd-005056af4099
[39]
A. Shaw, ‘What Is Video Game Culture? Cultural Studies and Game Studies’, Games and Culture, vol. 5, no. 4, pp. 403–424, Oct. 2010, doi: 10.1177/1555412009360414.
[40]
G. Kirkpatrick, ‘Chapter 3, “The Formation of Gaming Culture”, pp. 70-97’, in Computer games and the social imaginary, Cambridge, UK: Polity, 2013, pp. 70–97 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=540328&entityid=https://idp.brunel.ac.uk/entity
[41]
B. A. Nardi, ‘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, pp. 27–36 [Online]. Available: https://lib.myilibrary.com/browse/open.asp?id=263913&entityid=https://idp.brunel.ac.uk/entity
[42]
T. L. Taylor, ‘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, pp. 181–238 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=359454&entityid=https://idp.brunel.ac.uk/entity
[43]
H. Jenkins, ‘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, pp. 37–60 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=701f5b0b-f08d-ea11-80cd-005056af4099
[44]
J. G. Richardson, ‘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, pp. 241–258 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=3c87f4aa-8e8b-ea11-80cd-005056af4099
[45]
K. W. Crenshaw, ‘Demarginalizing the Intersection of Race and Sex: A Black Feminist Critique of Antidiscrimination Doctrine, Feminist Theory and Antiracist Politics’, University of Chicago Legal Forum, vol. 1, no. 8, 1989, doi: 10.4324/9780429500480. [Online]. Available: https://chicagounbound.uchicago.edu/cgi/viewcontent.cgi?referer=&httpsredir=1&article=1052&context=uclf
[46]
D. Williams, N. Martins, M. Consalvo, and J. D. Ivory, ‘The virtual census: representations of gender, race and age in video games’, New Media & Society, vol. 11, no. 5, pp. 815–834, Aug. 2009, doi: 10.1177/1461444809105354.
[47]
M. J. Monson, ‘Race-Based Fantasy Realm’, Games and Culture, vol. 7, no. 1, pp. 48–71, Jan. 2012, doi: 10.1177/1555412012440308.
[48]
E. MacCallum-Stewart, ‘Take That, Bitches! Refiguring Lara Croft in Feminist Game Narratives’, Game Studies, vol. 14, no. 2, 2014 [Online]. Available: http://gamestudies.org/1402/articles/maccallumstewart
[49]
Y. B. Kafai, G. T. Richard, and B. M. Tynes, 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, Pittsburgh: Carnegie Mellon, ETC Press, 2016.
[50]
T. E. Mortensen, ‘Anger, Fear, and Games: The Long Event of #GamerGate’, Games and Culture, vol. 13, no. 8, pp. 787–806, Dec. 2018, doi: 10.1177/1555412016640408.
[51]
T. L. Taylor, ‘Chapter 4, “Where the women are”, pp. 93-124’, in Play between worlds: exploring online game culture, Cambridge, Mass: MIT, 2006 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=210089&entityid=https://idp.brunel.ac.uk/entity
[52]
H. Corneliussen and J. W. Rettberg, ‘“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, pp. 63–86 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=209960&entityid=https://idp.brunel.ac.uk/entity
[53]
N. Poor, ‘Digital Elves as a Racial Other in Video Games’, Games and Culture, vol. 7, no. 5, pp. 375–396, Sep. 2012, doi: 10.1177/1555412012454224.
[54]
D. Leonard, ‘"Live in Your World, Play in Ours”: Race, Video Games, and Consuming the Other’, SIMILE: Studies In Media & Information Literacy Education, vol. 3, no. 4, pp. 1–9, Nov. 2003, doi: 10.3138/sim.3.4.002. [Online]. Available: https://search.ebscohost.com/login.aspx?direct=true&AuthType=ip,shib&db=a9h&AN=13855245&site=ehost-live&scope=site&custid=s1123049
[55]
M. Meyers, Ed., ‘Meyers, M. (2019), ‘Neoliberalism and the Media: History and Context’, pp. 3-18’, in Neoliberalism and the media, New York, New York: Routledge, 2019, pp. 3–18 [Online]. Available: https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=5667456
[56]
N. Dyer-Witheford and G. De Peuter, ‘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, 2009 [Online]. Available: https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=574702
[57]
N. Dyer-Witheford and G. De Peuter, ‘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, 2009 [Online]. Available: https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=574702
[58]
M. Kelly, ‘The Game of Politics’, Games and Culture, vol. 13, no. 5, pp. 459–478, Jul. 2018, doi: 10.1177/1555412015623897.
[59]
A. Kerr, ‘Chapter 3, “Digital Games as Cultural Industry”, pp. 43-74’, in The business and culture of digital games: gamework/gameplay, London: SAGE, 2006 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=125158&entityid=https://idp.brunel.ac.uk/entity
[60]
D. Dooghan, ‘Digital Conquerors:                              and the Apologetics of Neoliberalism’, Games and Culture, vol. 14, no. 1, pp. 67–86, Jan. 2019, doi: 10.1177/1555412016655678.
[61]
Ó. Pérez-Latorre and M. Oliva, ‘Video Games, Dystopia, and Neoliberalism: The Case of BioShock Infinite’, Games and Culture, vol. 14, no. 7–8, pp. 781–800, Nov. 2019, doi: 10.1177/1555412017727226.
[62]
S. Giddings, ‘Accursed Play: The Economic Imaginary of Early Game Studies’, Games and Culture, vol. 13, no. 7, pp. 765–783, Nov. 2018, doi: 10.1177/1555412018755914.
[63]
S. Cohen, ‘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 [Online]. Available: http://search.ebscohost.com/login.aspx?authtype=ip,shib&custid=s1123049&direct=true&db=nlebk&db=nlabk&site=ehost-live&scope=site&AN=361916
[64]
J. Laycock, Dangerous games: what the moral panic over role-playing games says about play, religion, and imagined worlds. Oakland, California: University of California Press, 2015 [Online]. Available: https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1775219
[65]
R. Kowert and T. Quandt, 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, New York: Routledge, Taylor & Francis Group, 2016 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=826241&entityid=https://idp.brunel.ac.uk/entity
[66]
APA task force on violent media, ‘Technical report on the review of the violent video game literature’. American Psychological Association, 2015 [Online]. Available: http://www.apa.org/pi/families/violent-media.aspx
[67]
D. Waldron, ‘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, vol. 9, no. 1, pp. 3–3, doi: 10.3138/jrpc.9.1.003. [Online]. Available: https://researchonline.federation.edu.au/vital/access/manager/Repository/vital:919;jsessionid=CDED66CF7EE7E8FE3182B567A8542C68
[68]
F. Furedi, ‘Moral Panic and Reading: Early Elite Anxieties About the Media Effect’, Cultural Sociology, vol. 10, no. 4, pp. 523–537, Dec. 2016, doi: 10.1177/1749975515626953.