APA task force on violent media. ‘Technical Report on the Review of the Violent Video Game Literature’. 2015. Web. <http://www.apa.org/pi/families/violent-media.aspx>.
Arsenault, Dominic. ‘Reverse-Engineering Graphical Innovation: An Introduction to Graphical Regimes’. G|A|M|E Games as Art, Media, Entertainment 1.2 (2013): n. pag. Web. <https://www.gamejournal.it/reverse-engineering-graphical-innovation-an-introduction-to-graphical-regimes/>.
Baudrillard, Jean. ‘Jean Baudrillard, “The Precession of Simulacra”’. Simulacra and Simulation. Ann Arbor: University of Michigan Press, 1994. 1–14. Web. <https://contentstore.cla.co.uk/secure/link?id=bd80ac55-f58d-ea11-80cd-005056af4099>.
Bogost, Ian. ‘Ian Bogost, “Procedural Rhetoric”, Pp. 1-64’. Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: MIT Press, 2007. 1–64. Web. <http://lib.myilibrary.com/browse/open.asp?id=210078&amp;entityid=https://idp.brunel.ac.uk/entity>.
---. Unit Operations: An Approach to Videogame Criticism. Cambridge, Mass: MIT Press, 2006. Web. <https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=3338585>.
Cohen, Stanley. ‘Chapter 1, “Deviance and Moral Panics”, Pp. 1-20’. Folk Devils and Moral Panics: The Creation of the Mods and Rockers. London: Routledge, 2011. Web. <http://search.ebscohost.com/login.aspx?authtype=ip,shib&amp;custid=s1123049&amp;direct=true&amp;db=nlebk&amp;db=nlabk&amp;site=ehost-live&amp;scope=site&amp;AN=361916>.
Corneliussen, Hilde, and Jill Walker Rettberg. ‘“World of Warcraft as a Playground for Feminism”, Pp. 63-86’. Digital Culture, Play, and Identity: A World of Warcraft Reader. Cambridge, MA: MIT Press. 63–86. Web. <http://lib.myilibrary.com/browse/open.asp?id=209960&amp;entityid=https://idp.brunel.ac.uk/entity>.
Crenshaw, K. W. ‘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 (1989): n. pag. Web. <https://chicagounbound.uchicago.edu/cgi/viewcontent.cgi?referer=&amp;httpsredir=1&amp;article=1052&amp;context=uclf>.
Darley, Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Web. <http://lib.myilibrary.com/browse/open.asp?id=229854&amp;entityid=https://idp.brunel.ac.uk/entity>.
Dooghan, Daniel. ‘Digital Conquerors:                              and the Apologetics of Neoliberalism’. Games and Culture 14.1 (2019): 67–86. Web.
Dyer-Witheford, Nick, and Greig De Peuter. ‘Chapter 6, “Imperial City: Grand Theft Auto”, Pp. 190-219’. Games of Empire: Global Capitalism and Video Games. Vol. 29. Minneapolis: University of Minnesota Press, 2009. Web. <https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=574702>.
---. ‘Chapter 8, “Exodus: The Metaverse and the Mines”, Pp. 252-267’. Games of Empire: Global Capitalism and Video Games. Vol. 29. Minneapolis: University of Minnesota Press, 2009. Web. <https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=574702>.
Egenfeldt-Nielsen, Simon, Jonas Heide Smith, and Susana Pajares Tosca. Understanding Video Games: The Essential Introduction. Third edition. New York, [New York]: Routledge, 2016. Web. <https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=4218727>.
Fernâandez-Vara, Clara. Introduction to Game Analysis. Second edition. New York, New York: Routledge, 2019. Web. <https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=5646038>.
Furedi, Frank. ‘Moral Panic and Reading: Early Elite Anxieties About the Media Effect’. Cultural Sociology 10.4 (2016): 523–537. Web.
Galloway, Alexander R. ‘“Gamic Action, Four Moments”, Pp.1–38’. Gaming: Essays on Algorithmic Culture. v. 18. Minneapolis, Minn: University of Minnesota Press, 2006. 1–38. Web. <http://lib.myilibrary.com/browse/open.asp?id=522381&amp;entityid=https://idp.brunel.ac.uk/entity>.
---. ‘Social Realism in Gaming’. Game Studies 4.1 (2004): n. pag. Web. <http://www.gamestudies.org/0401/galloway/>.
Giddings, Seth. ‘Accursed Play: The Economic Imaginary of Early Game Studies’. Games and Culture 13.7 (2018): 765–783. Web.
Gray, Hugh. ‘The Ontology of the Photographic Image’. Film Quarterly 13.4 (1960): 4–9. Web.
‘Inventing Space: Toward a Taxonomy of On- and Off-Screen Space in Video Games’. Film Quarterly 51.1 (1997): 11–23. Web.
Järvinen, Aki. ‘Gran Stylissimo: The Audiovisual Elements and Styles in Computer Games’. Computer Games and Digital Cultures Conference Proceedings. Vol. 1. Tampere University Press, 2002. Web. <http://www.digra.org/digital-library/publications/gran-stylissimo-the-audiovisual-elements-and-styles-in-computer-and-video-games/>.
Jenkins, Henry. ‘Chapter 2, “Star Trek Rerun, Reread, Rewritten: Fan Writing as Textual Poaching”, Pp. 37-60’. Fans, Bloggers and Gamers: Exploring Participatory Culture. New York: New York University Press, 2006. 37–60. Web. <https://contentstore.cla.co.uk/secure/link?id=701f5b0b-f08d-ea11-80cd-005056af4099>.
Kafai, Yasmin B., Gabriela T. Richard, and Brendesha M. Tynes, eds. ‘Kafai, Y et al., ‘The Need for Intersectional Perspectives and Inclusive Design in Gaming’’. Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming. Pittsburgh: Carnegie Mellon, ETC Press, 2016. Print.
Kelly, Matthew. ‘The Game of Politics’. Games and Culture 13.5 (2018): 459–478. Web.
Kerr, Aphra. ‘Chapter 3, “Digital Games as Cultural Industry”, Pp. 43-74’. The Business and Culture of Digital Games: Gamework/Gameplay. London: SAGE, 2006. Web. <http://lib.myilibrary.com/browse/open.asp?id=125158&amp;entityid=https://idp.brunel.ac.uk/entity>.
King, Geoff, and Tanya Krzywinska. ‘Gamescapes: Exploration and Virtual Presence in Game-Worlds, Pp. 76-123’. Tomb Raiders and Space Invaders: Videogame Forms and Contexts. London: I. B. Tauris, 2006. 76–123. Web. <http://lib.myilibrary.com/browse/open.asp?id=252675&amp;entityid=https://idp.brunel.ac.uk/entity>.
Kirkpatrick, G. ‘Controller, Hand, Screen: Aesthetic Form in the Computer Game’. Games and Culture 4.2 (2009): 127–143. Web.
Kirkpatrick, Graeme. ‘Chapter 3, “The Formation of Gaming Culture”, Pp. 70-97’. Computer Games and the Social Imaginary. Cambridge, UK: Polity, 2013. 70–97. Web. <http://lib.myilibrary.com/browse/open.asp?id=540328&amp;entityid=https://idp.brunel.ac.uk/entity>.
---. ‘Graeme Kirkpatrick, “The Aesthetic Approach”, Pp. 12–47’. Aesthetic Theory and the Video Game. Manchester: Manchester University Press, 2011. 12–47. Web. <https://contentstore.cla.co.uk/secure/link?id=c2dc074d-f28d-ea11-80cd-005056af4099>.
Kowert, Rachel, and Thorsten Quandt, eds. ‘Coulson, M. and Ferguson, C. (2016), “The Influence of Digital Games on Aggression and Violent Crime”’. The Video Game Debate: Unravelling the Physical, Social, and Psychological Effects of Digital Games. New York: Routledge, Taylor & Francis Group, 2016. Web. <http://lib.myilibrary.com/browse/open.asp?id=826241&amp;entityid=https://idp.brunel.ac.uk/entity>.
Laycock, Joseph. Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds. Oakland, California: University of California Press, 2015. Web. <https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1775219>.
Leonard, David. ‘"Live in Your World, Play in Ours”: Race, Video Games, and Consuming the Other’. SIMILE: Studies In Media & Information Literacy Education 3.4 (2003): 1–9. Web. <https://search.ebscohost.com/login.aspx?direct=true&amp;AuthType=ip,shib&amp;db=a9h&amp;AN=13855245&amp;site=ehost-live&amp;scope=site&amp;custid=s1123049>.
MacCallum-Stewart, E. ‘Take That, Bitches! Refiguring Lara Croft in Feminist Game Narratives’. Game Studies 14.2 (2014): n. pag. Web. <http://gamestudies.org/1402/articles/maccallumstewart>.
Mèayrèa, Frans. An Introduction to Game Studies: Games in Culture. London: SAGE, 2008. Web. <https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=448458>.
Meyers, Marian, ed. ‘Meyers, M. (2019), ‘Neoliberalism and the Media: History and Context’, Pp. 3-18’. Neoliberalism and the Media. New York, New York: Routledge, 2019. 3–18. Web. <https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=5667456>.
Monson, Melissa J. ‘Race-Based Fantasy Realm’. Games and Culture 7.1 (2012): 48–71. Web.
Mortensen, Torill Elvira. ‘Anger, Fear, and Games: The Long Event of #GamerGate’. Games and Culture 13.8 (2018): 787–806. Web.
Nardi, Bonnie A. ‘Chapter 2, “An Enthnographic Investigation of World of Warcraft”, Pp. 27-36’. My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft. Ann Arbor: University of Michigan Press. 27–36. Web. <https://lib.myilibrary.com/browse/open.asp?id=263913&amp;entityid=https://idp.brunel.ac.uk/entity>.
Nikolchina, M. ‘Time in Video Games: Repetitions of the New’. Differences-a journal of feminist cultural studies 28.3 19–43. Web. <https://contentstore.cla.co.uk/secure/link?id=ed648037-898b-ea11-80cd-005056af4099>.
Nitsche, Michael. ‘Michael Nitsche, “Performance”, Pp. 388–395’. The Routledge Companion to Video Game Studies. Ed. Mark J. P. Wolf. New York, NY: Routledge, 2014. 388–395. Web. <http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622>.
---. Video Game Spaces: Image, Play, and Structure in 3D Game Worlds. Cambridge, Mass: MIT Press, 2008. Web. <https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=3338970>.
Pérez-Latorre, Óliver, and Mercè Oliva. ‘Video Games, Dystopia, and Neoliberalism: The Case of BioShock Infinite’. Games and Culture 14.7–8 (2019): 781–800. Web.
Perron, Bernard. ‘Grant Tavinor, “Art and Aesthetics”, Pp. 59–66’. The Routledge Companion to Video Game Studies. Ed. Mark J. P. Wolf. New York, NY: Routledge, 2014. 59–66. Web. <http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622>.
---. The Routledge Companion to Video Game Studies. Ed. Mark J. P. Wolf. New York, NY: Routledge, 2014. Web. <http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622>.
Perron, Bernard, and Mark J. P. Wolf. The Video Game Theory Reader 2. New York: Routledge, 2009. Web. <https://www.vlebooks.com/vleweb/product/openreader?id=Brunel&isbn=9780203887660>.
Poor, Nathaniel. ‘Digital Elves as a Racial Other in Video Games’. Games and Culture 7.5 (2012): 375–396. Web.
Richardson, John G. ‘Bourdieu, P. (1986), “The Forms of Capital”, Pp. 241-258’. Handbook of Theory and Research for the Sociology of Education. Westport, CT.: Greenwood Press, 1986. 241–258. Web. <https://contentstore.cla.co.uk/secure/link?id=3c87f4aa-8e8b-ea11-80cd-005056af4099>.
Rutter, Jason, and Jo Bryce. Understanding Digital Games. London: SAGE, 2006. Web. <https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=334602>.
Shaw, Adrienne. ‘What Is Video Game Culture? Cultural Studies and Game Studies’. Games and Culture 5.4 (2010): 403–424. Web.
Sicart, Miguel. ‘Against Procedurality’. Game Studies 11.3 n. pag. Web. <http://gamestudies.org/1103/articles/sicart_ap>.
Taylor, T. L. ‘Chapter 4, “Where the Women Are”, Pp. 93-124’. Play between Worlds: Exploring Online Game Culture. Cambridge, Mass: MIT, 2006. Web. <http://lib.myilibrary.com/browse/open.asp?id=210089&amp;entityid=https://idp.brunel.ac.uk/entity>.
---. ‘Chapter 5, “Spectatorship and Fandom”, Pp. 181-238’. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. Cambridge, Mass: MIT Press, 2012. 181–238. Web. <http://lib.myilibrary.com/browse/open.asp?id=359454&amp;entityid=https://idp.brunel.ac.uk/entity>.
Tekinbaðs, Katie Salen, and Eric Zimmerman. ‘Chapter 27, Salen, K. & Zimmerman, E., “Games as the Play of Simulation”, Pp. 420-458’. Rules of Play: Game Design Fundamentals. London: MIT, 2004. 420–458. Web. <https://contentstore.cla.co.uk/secure/link?id=0e4465ec-f38d-ea11-80cd-005056af4099>.
---. Rules of Play: Game Design Fundamentals. London: MIT, 2004. Web. <https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=6246539>.
---. The Game Design Reader: A Rules of Play Anthology. London: MIT, 2006. Web. <https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=6246515>.
Waldron, David. ‘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. Web. <https://researchonline.federation.edu.au/vital/access/manager/Repository/vital:919;jsessionid=CDED66CF7EE7E8FE3182B567A8542C68>.
Wardrip-Fruin, Noah, and Pat Harrigan. ‘Henry Jenkins, “Game Design as Narrative Architecture”, Pp. 118–130’. First Person: New Media as Story, Performance, and Game. Cambridge, Mass: MIT, 2004. 118–130. Web. <https://contentstore.cla.co.uk/secure/link?id=9f7c3a20-fa8d-ea11-80cd-005056af4099>.
---. ‘Jesper Juul, “Introduction to Game Time”, Pp. 131–142’. First Person: New Media as Story, Performance, and Game. Cambridge, Mass: MIT, 2004. Web. <https://contentstore.cla.co.uk/secure/link?id=387523b6-8281-eb11-85aa-281878520afa>.
---. ‘Michael Mateas, “A Preliminary Poetics of Interactive Drama and Games”, Pp. 19–33’. First Person: New Media as Story, Performance, and Game. Cambridge, Mass: MIT, 2004. 19–33. Web. <https://contentstore.cla.co.uk/secure/link?id=5e84169f-f88d-ea11-80cd-005056af4099>.
Williams, Dmitri et al. ‘The Virtual Census: Representations of Gender, Race and Age in Video Games’. New Media & Society 11.5 (2009): 815–834. Web.
Williams, Raymond, and Robin Gable. ‘Williams, R. 1989 [1958]. “Culture Is Ordinary”, Pp. 3-18’. Resources of Hope: Culture, Democracy, Socialism. London: Verso, 1989. 3–18. Web. <https://contentstore.cla.co.uk/secure/link?id=5f734317-f18d-ea11-80cd-005056af4099>.
Wolf, Mark J. P. ‘Brenda Laurel, “The Six Elements and the Casual Relations Among Them”, Pp. 49–65’. The Medium of the Video Game. Austin: University of Texas Press, 2001. 49–65. Web. <https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=4322317>.
---. ‘“Time in the Video Game”, Pp. 77–92’. The Medium of the Video Game. Austin: University of Texas Press, 2001. 77–92. Web. <https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=4322317>.
Wolf, Mark J. P., and Bernard Perron. ‘Gonzalo Frasca, “Simulation vs Narrative: Introduction to Ludology”, Pp. 231-236’. The Video Game Theory Reader. New York: Routledge, 2003. 221–236. Web. <http://lib.myilibrary.com/browse/open.asp?id=529132&amp;entityid=https://idp.brunel.ac.uk/entity>.
---. ‘Mark J. P. Wolf, “Abstraction in the Video Game”, Pp. 47–65’. The Video Game Theory Reader. New York: Routledge, 2003. 47–65. Web. <http://lib.myilibrary.com/browse/open.asp?id=529132&amp;entityid=https://idp.brunel.ac.uk/entity>.
---. ‘Markku Eskelinen and Rahnhild Tronstad, “Video Game and Configurative Performances”, Pp. 195–220’. The Video Game Theory Reader. New York: Routledge, 2003. 195–220. Web. <http://lib.myilibrary.com/browse/open.asp?id=529132&amp;entityid=https://idp.brunel.ac.uk/entity>.
---. The Video Game Theory Reader. New York: Routledge, 2003. Web. <http://lib.myilibrary.com/browse/open.asp?id=529132&amp;entityid=https://idp.brunel.ac.uk/entity>.
Zagal, José P., and Mateas Michael. ‘Temporal Frames: A Unifying Framework for the Analysis of Game Temporality’. DiGRA ’07 - Proceedings of the 2007 DiGRA International Conference: Situated Play. Web. <http://www.digra.org/digital-library/publications/temporal-frames-a-unifying-framework-for-the-analysis-of-game-temporality/>.