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Egenfeldt-Nielsen S, Smith JH, Tosca SP. Understanding video games: the essential introduction [Internet]. Third edition. New York, [New York]: Routledge; 2016. Available from: https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=4218727
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Fernâandez-Vara C. Introduction to game analysis [Internet]. Second edition. New York, New York: Routledge; 2019. Available from: https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=5646038
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Mèayrèa F. An introduction to game studies: games in culture [Internet]. London: SAGE; 2008. Available from: https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=448458
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Rutter J, Bryce J. Understanding digital games [Internet]. London: SAGE; 2006. Available from: https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=334602
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Wolf MJP, Perron B. The video game theory reader [Internet]. New York: Routledge; 2003. Available from: 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 [Internet]. New York: Routledge; 2009. Available from: https://www.vlebooks.com/vleweb/product/openreader?id=Brunel&isbn=9780203887660
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Perron B. The routledge companion to video game studies [Internet]. Wolf MJP, editor. New York, NY: Routledge; 2014. Available from: http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622
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Tekinbaðs KS, Zimmerman E. Rules of play: game design fundamentals [Internet]. London: MIT; 2004. Available from: 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 [Internet]. London: MIT; 2006. Available from: 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 [Internet]. London: MIT; 2004. p. 420–58. Available from: 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 [Internet]. Cambridge, MA: MIT Press; 2007. p. 1–64. Available from: 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 [Internet]. 11(3). Available from: http://gamestudies.org/1103/articles/sicart_ap
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Baudrillard J. Jean Baudrillard, ‘The Precession of Simulacra’. In: Simulacra and simulation [Internet]. Ann Arbor: University of Michigan Press; 1994. p. 1–14. Available from: 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 [Internet]. New York: Routledge; 2003. p. 221–36. Available from: 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 [Internet]. Cambridge, Mass: MIT Press; 2006. Available from: 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 Jul;13(4):4–9.
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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 [Internet]. New York: Routledge; 2003. p. 47–65. Available from: 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 [Internet]. London: Routledge; 2000. Available from: 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 [Internet]. 2004;4(1). Available from: 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 [Internet]. Tampere University Press; 2002. Available from: 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 [Internet]. 2013;1(2). Available from: 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 [Internet]. Cambridge, Mass: MIT Press; 2008. Available from: 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 [Internet]. Cambridge, Mass: MIT; 2004. p. 118–30. Available from: 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 [Internet]. Cambridge, Mass: MIT; 2004. Available from: 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 [Internet]. 28(3):19–43. Available from: https://contentstore.cla.co.uk/secure/link?id=ed648037-898b-ea11-80cd-005056af4099
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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 [Internet]. London: I. B. Tauris; 2006. p. 76–123. Available from: 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 Oct;51(1):11–23.
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Zagal JP, Michael M. Temporal Frames: A Unifying Framework for the Analysis of Game Temporality [Internet]. DiGRA ’07 - Proceedings of the 2007 DiGRA International Conference: Situated Play. Available from: 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 [Internet]. Austin: University of Texas Press; 2001. p. 77–92. Available from: 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 [Internet]. Austin: University of Texas Press; 2001. p. 49–65. Available from: 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 [Internet]. New York: Routledge; 2003. p. 195–220. Available from: 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 Apr 1;4(2):127–43.
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Galloway AR. ‘Gamic Action, Four Moments’, pp.1–38. In: Gaming: essays on algorithmic culture [Internet]. Minneapolis, Minn: University of Minnesota Press; 2006. p. 1–38. Available from: 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, editor. The routledge companion to video game studies [Internet]. New York, NY: Routledge; 2014. p. 59–66. Available from: 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 [Internet]. Manchester: Manchester University Press; 2011. p. 12–47. Available from: 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 [Internet]. Cambridge, Mass: MIT; 2004. p. 19–33. Available from: 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, editor. The routledge companion to video game studies [Internet]. New York, NY: Routledge; 2014. p. 388–95. Available from: 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 [Internet]. London: Verso; 1989. p. 3–18. Available from: 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 Oct;5(4):403–24.
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Kirkpatrick G. Chapter 3, ‘The Formation of Gaming Culture’, pp. 70-97. In: Computer games and the social imaginary [Internet]. Cambridge, UK: Polity; 2013. p. 70–97. Available from: 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 [Internet]. Ann Arbor: University of Michigan Press; p. 27–36. Available from: 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 [Internet]. Cambridge, Mass: MIT Press; 2012. p. 181–238. Available from: 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 [Internet]. New York: New York University Press; 2006. p. 37–60. Available from: https://contentstore.cla.co.uk/secure/link?id=701f5b0b-f08d-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 [Internet]. 1989;1(8). Available from: https://chicagounbound.uchicago.edu/cgi/viewcontent.cgi?referer=&httpsredir=1&article=1052&context=uclf
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Williams D, Martins N, Consalvo M, Ivory JD. The virtual census: representations of gender, race and age in video games. New Media & Society. 2009 Aug;11(5):815–34.
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Monson MJ. Race-Based Fantasy Realm. Games and Culture. 2012 Jan;7(1):48–71.
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MacCallum-Stewart E. Take That, Bitches! Refiguring Lara Croft in Feminist Game Narratives. Game Studies [Internet]. 2014;14(2). Available from: 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 Dec;13(8):787–806.
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Taylor TL. Chapter 4, ‘Where the women are’, pp. 93-124. In: Play between worlds: exploring online game culture [Internet]. Cambridge, Mass: MIT; 2006. Available from: 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 [Internet]. Cambridge, MA: MIT Press; p. 63–86. Available from: 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 Sep;7(5):375–96.
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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 [Internet]. 2003 Nov 1;3(4):1–9. Available from: https://search.ebscohost.com/login.aspx?direct=true&AuthType=ip,shib&db=a9h&AN=13855245&site=ehost-live&scope=site&custid=s1123049
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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 [Internet]. New York, New York: Routledge; 2019. p. 3–18. Available from: 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 [Internet]. Minneapolis: University of Minnesota Press; 2009. Available from: 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 [Internet]. Minneapolis: University of Minnesota Press; 2009. Available from: https://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=574702
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Kelly M. The Game of Politics. Games and Culture. 2018 Jul;13(5):459–78.
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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 [Internet]. London: SAGE; 2006. Available from: 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 Jan;14(1):67–86.
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Pérez-Latorre Ó, Oliva M. Video Games, Dystopia, and Neoliberalism: The Case of BioShock Infinite. Games and Culture. 2019 Nov;14(7–8):781–800.
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Laycock J. Dangerous games: what the moral panic over role-playing games says about play, religion, and imagined worlds [Internet]. Oakland, California: University of California Press; 2015. Available from: 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 [Internet]. New York: Routledge, Taylor & Francis Group; 2016. Available from: http://lib.myilibrary.com/browse/open.asp?id=826241&entityid=https://idp.brunel.ac.uk/entity
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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 [Internet]. 9(1):3–3. Available from: https://researchonline.federation.edu.au/vital/access/manager/Repository/vital:919;jsessionid=CDED66CF7EE7E8FE3182B567A8542C68
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Furedi F. Moral Panic and Reading: Early Elite Anxieties About the Media Effect. Cultural Sociology. 2016 Dec;10(4):523–37.