I get asked by fellow students and professors for the sources I have on video games and related topics. The list is organized as follows:
This list is something that i’ve been bringing together in order to do my literature review. It is by no means comprehensive. I also haven’t linked to any articles here. I will be doing that as I have time.
I’ve been searching feverishly for a WordPress theme that would allow me to categorize this bibliography through the use of tags and categories. I’d love to be able to provide a dynamic series of references that one can download as a pdf given criteria. If you know of anything like that, please let me know! Unfortunately I lack the programming power needed to do such things.
Culin, Stewart. 1894. “Mancala, The National Game of Africa.” In The Study of Games, edited by E.M. Avedon and Brian Sutton-Smith, 94-102. New York: John Wiley and Sons  1971.
1954. Comic Books and Juvenile Delinquency. Interim Report of the Committee on the judiciary pursuant to S. Res. 89 and S. Res. 190
Huizinga, Johan. 1950. Homo Ludens: A Study of the Play-Element in Culture. Boston, MA: The Beacon Press.
Caillois, Roger. 1961. Man, Play and Games. Urbana, IL: University of Illinois Press.
Fanon, Frantz. 1967. Black Skin, White Masks. New York, NY: Grove Press, Inc.
Murray, H.J. 1978. A History of Board-Games Other than Chess. New York, NY: Hacker Art Books, Inc.
Bell, R.C. 1979. Board and Table Games From Many Civilizations. New York, NY: Dover Publications, Inc.
Holland, Dorothy; Quinn, Naomi, eds. 1987. Cultural Models in Language and Thought. New York, NY: Cambridge University Press.
Loftus, Geoffrey; and Loftus, Elizabeth. 1983. Mind at Play: The Psychology of Video Games. New York, NY: Basic Books, Inc.
Kaplan, Sidney J. 1982. “The Image of Amusement Arcades and Differences in Male and Female Video Game Playing.” Presented at North Central Sociological Association 1982.
Bing, Jon. 1982. “The Electronic Game Gambit.” Impact of Science on Society 32:4 Pp 425-431.
Hemnes, Thomas M.S. 1982. “The Adaptation of Copyright Law to Video Games.” Syracuse Law Review 131:1.
Panelas, Tom. 1983. “Adolescents and Video Games: Consumption of Leisure and the Social Construction of the Peer Group.” Youth and Society 15:1.
Ziegler, Edward H. 1983. “Trouble in Outer Galactica: The Police Power, Zoning, and Coin-Operated Videogames.” Syracuse Law Review 34:2.
Turkle, Sherry. 1984. “Video Games and Computer Holding Power.” Pp. 499-513 in The NewMedia Reader edited by Noah Wardrip-Fruin and Nick Montfort. Cambridge, MA: The MIT Press
Kiesler, Sara, Sproull, Lee, and Jacquelynne S. Eccles. 1985. “Pool Halls, Chips, and War Games: Women in the Culture of Computing.” Psychology of Women Quarterly 9: 451-462.
Haraway, Donna. 1988. “Situated Knowledges: The Science Question in Feminism and the Privilege of Partial Perspective.” Feminist Studies 14:3, 575-599.
Provenzo Jr, Eugene F. 1991. Video Kids: Making Sense of Nintendo. Cambridge, MA: Harvard University Press.
Kinder, Marsha. 1991. Playing with Power in Movies, Television, and Videogames: From Muppet Babies to Teenage Mutant Ninja Turtles. Berkeley, CA: University of California Press.
Latour, Bruno. 1996. Aramis or The Love of Technology. Cambridge, MA: Harvard University Press.
Parlett, David. 1999. The Oxford History of Games. New York, NY: Oxford University Press.
Schick, Lawrence. 1991. Heroic Worlds: A History and Guide to Role-Playing Games. Amherst, NY: Prometheus Books.
Murray, Janet H. 1997. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Cambridge, MA: The MIT Press.
Haraway, Donna J. 1991. Simians, Cyborgs, and Women. New York, NY: Routledge.
Dibbell, Julian. 1998. My Tiny Life: Crime and Passion in a Virtual World. New York, NY: Henry Holt and Company.
Dietz, Tracy K. 1998. “An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior.” Sex Roles 38:5/6, 425-442.
Franzosi, Roberto. 1998. “Narrative Analysis – or Why (and How) Sociologists Should be Interested in Narrative.” Annual Review of Sociology 24:517-54.
Cadora, Karen. 1995. “Feminist Cyberpunk.” Science Fiction Studies 22:3, Pp. 357-372.
Dill, Karen E.; and Dill, Jody C. 1998. “Video Game Violence: A Review of the Empirical Literature.” Aggression and Violent Behavior 3:4, Pp 407-428.
Laurel, Brenda. 2001. Utopian Entrepreneur. Cambridge, MA: MIT Press.
Kent, Steven L. 2001. The Ultimate History of Video Games. New York, NY: Three Rivers Press.
Gee, James Paul. 2003. What Video Games Have to Teach us About Literacy and Learning. New York, NY: Palgrave Macmillian.
King, Brad and Borland, John. 2003. Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic. New York, NY: McGraw-Hill.
Leonard, David. 2004. “Unsettling the Military Entertainment Complex: Video Games and a Pedagogy of Peace.” Studies in Media and Information Literacy Education: 4:4:1-8.
Kline, Stephen; Dyer-Witherford, Nick; and Greig De Peutter. 2005. Digital Play: The Interaction of Technology, Culture, and Marketing. Ithaca, NY: McGill-Queen’s University Press.
Juul, Jesper. 2005. Half-Real: Video Games Between Real Rules and Fictional Worlds. Cambridge, MA: MIT Press.
Galloway, Alexander R.; and Thacker, Eugene. 2007. The Exploit: A Theory of Networks. Minneapolis, MN: University of Minnesota Press.
Consalvo, Mia. 2007. Cheating: Gaining Advantage in Videogames. Cambridge, MA: MIT Press.
Bogost, Ian. 2007. Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: The MIT Press.
Whalen, Zach; and Taylor, Laurie N. 2008. Playing the Past: History and Nostalgia in Video Games. Nashville, TN: Vanderbuilt University Press.
Barton, Matt. 2008. Dungeons and Desktops: The History of Computer Role-Playing Games. Wellesley, MA: A K Peters, Ltd.
Nitsche, Michael. 2008. Video Game Spaces: Image, Play, and Structure in 3D Worlds. Cambridge, MA: The MIT Press.
Kafai, Yasmin B.; Heeter, Carrie; Denner, Jill; and Jennifer Y. Sun. 2008. Beyond Barbie and Mortal Kombat: New Perspetives on Gender and Gaming. Cambridge, MA: The MIT Press.
Bogost, Ian and Montfort, Nick. 2009. Racing the Beam: The Atari Computer System. Cambridge, MA.: MIT Press.
Pearce, Celia and Artemesia. 2009. Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds. Cambridge, MA: The MIT Press.
Bogost, Ian. 2009. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: The MIT Press.
Daniels, Jessie. 2009. Cyber Racism: White Supremacy Online and the New Attack on Civil Rights. Lanham, MD: Rowman & Littlefield Publishers, Inc.
Coltrane, Scott and Messineo, Melinda. 2000. “The Perpetuation of Subtle Prejudice: Race and Gender Imagery in 1990s Television Advertising.” Sex Roles 42:5/6, 363-389.
Schleiner, Anne-Marie. 2001. “Does Lara Croft Wear Fake Polygons? Gender and Gender-Role Subversion in Computer Adventure Games.” Leonardo 34:3, Pp. 221-226.
Cassell, J. 2002. “Genderizing HCI.” In J. Jacko and A. Sears (eds.), The Handbook of Human-Computer Interaction. Mahwah, NJ: Lawrence Erlbaum, pp. 402-411.
Bryce, Jo; and Rutter, Jason. 2002. “Killing Like a Girl: Gendered Gaming and Girl Gamers’ Visibility.” CGDC Proceedings Final 13:5.
Aoyama, Yuko, Hiro Izushi. 2003. “Hardware Gimmick or Cultural Innovation? Technological, Cultural, and Social Foundations of the Japanese Video Game Industry.” Research Policy 32: 423-444.
Jenkins, Henry. 2004. “The War Between Effects and Meanings” in Fans, Bloggers, and Gamers: Exploring Participatory Culture editor Henry Jenkins.
Lucas, Kristen; and Sherry, John L. 2004. “Sex Differences in Video Game Play: A Communication-Based Explanation.” Communication Research 31.
Weise, Jason Matthew. 2004. “Understanding Meaningfulness in Videogames.” Masters Thesis, Comparative Media Studies, Massachusetts Institute of Technology.
Chul Lee, Sang; Ho Suh, Yung; Kim, Jae Kyeong; and Kyoung Jun Lee. “A Cross-National Market Segmentation of Onling Game Industry Using SOM.” Expert Systems with Applications 27: 559-570.
Castronova, Edward. 2004. “The Right to Play.” New York School Law Review. 49:1, 185-210.
Castronova, Edward. 2004. “Game Development and Social Science.” Journal of Game Development 1:1
Dodig-Crnkovic, Gordana; and Larsson, Thomas.“ 2005. Game Ethics – Homo Ludens as a Computer Game Designer and Consumer.” International Review of Information Ethics 4.
Gee, James Paul. 2005. “Learning by Design: Good Video Games as Learning Machines.” E-Learning 2: 5-16.
Krotoski, A. 2005. Socialising, Subversion and the Self: Why Women Flock to Massively Multiplayer Online Role Playing Games. In N. Garrelts (ed.) Digital Gameplay: Essays on the Nexus of Game and Gamer. Jefferson, NC: McFarland Press.
Ching Yi Ngai, Anita. “Cultural Influences on Video Games: Players Preferences in Narrative and Game-Play. Master’s Thesis, Management Sciences, University of Waterloo.
Ivory, James D. 2006. “Still a Man’s Game: Gender Representation in Online Reviews of Video Games.” Mass Communication and Society 9:1, 103-114.
Williams, Dmitri; Ducheneaut, Nicolas; Xiong, Li; Zhang, Yuanyuan; Nick Yee and Eric Nickell. “2006. From Tree House to Barracks: The Social Life of Guilds in World of Warcraft.” Games and Culture 1.
Ravenscroft, Andrew; and McAlister, Simon. 2006. “Digital Games and Learning in Cyberspace: A Dialogical Approach.” E-Learning 3:3.
Rodriguez, Hector. 2006. “The Playful and the Serious: An Approximation to Huizinga’s Homo Ludens.” Game Studies 6:1.
Mayra, Frans. 2006. “A Moment in the Life of a Generation (Why Game Studies Now?). Games and Culture 1:1.
Consalvo, Mia and Nathan Dutton. 2006. “Game Analysis: Developing a Methodological Toolkit for the Qualitative Study of Games.” The International Journal of Computer Game Research 6:1,1-12.
Consalvo, Mia. 2006. “Console Video Games and Global Corporations: Creating a Hybrid Culture.” New Media Society 8: 117-137
Dill, Karen E. and Kathryn P. Thill. 2007. “Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions.” Sex Roles 57: 851-864.
Barr, Pippin; Noble, James; and Robert Biddle. 2007. “Video Game Values: Human-Computer Interaction and Games.” Interacting with Computers 19, Pp, 180-195.
Sternheimer, Karen. “Do Video Games Kill?” Contexts 6:1, pps. 13-17.
Royse, Pam; Lee, Joon; Undrahbuyan, Baasanjav; Hopson, Mark; and Mia Consalvo. 2007. “Women and Games: Technologies of the Gendered Self.” New Media Society 9.
DiSalvo, Betsy James. 2008. “Learning in Context: Digital Games and Young Black Men.” Games and Culture 3:2,131-141.
Schroder, Arne. 2008. “’We Don’t Want it Changed, Do We?’ Gender and Sexuality in Role-Playing Games.” Eludamos. Journal for Computer Game Culture 2:2; 241-256.
Ernkvist, Mirko; and Strom, Patrik. 2008. “Enmeshed in Games with the Government: Governmental Policies and the Development of the Chines Online Game Industry.” Games and Culture 3.
Karakus, Turkan; and Inal, Yavuz; and Cagiltay, Kursat. 2008. “A Descriptive Study of Turkish High School Students’ Game-Playing Characteristics and Their Considerations Concerning the Effects of Games.” Computers in Human Behavior 24.
Aoyama, Yuko; and Izushi, Hiro. “User-Led Innovation and the Video Game Industry.” IRP Conference, London, 2008.
Kahne, Joseph; Middaugh, Ellen; and Chris Evans. “The Civic Potential of Video Games.” Report: Civic Engagement Research Group at Mills College. 2008.
Williams, Dmitri; Consalvo, Mia; Caplan, Scott; and Nick Yee. “Looking for Gender: Gender Roles and Behaviors Among Online Gamers.” Journal of Communication 59: pps. 700-725.
Malaby, Thomas M.; Burket, Timothy. 2009. The Short and Happy Life of Interdisciplinarity in Game Studies.” Games and Culture 4.
Nakamura, Lisa. 2009. “Don’t Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft.” Critical Studies in Media Communication 26:2.
Consalvo, Mia. 2009. “There is No Magic Circle.” Games and Culture 0:0, 1-10.
Boella, Guido; Caire, Patrice; and Leendert van der Torre. “Norm Negotiation in Online Multi-Player Games.” Knowledge Information Systems 18; 137-156.
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: 815-834.
Higgin, Tanner. 2009. “Blackless Fantasy: The Disappearance of Race in massively Multiplayer Online Role-Playing Games.” Games and Culture 4:1, pps. 3-26.
Lastowka, Greg. 2009. “Rules of Play.” Games and Culture 4.
Sotamaa, Olli. 2009. “The Player’s Game: Towards Understanding Player Production Among Computer Game Cultures.” PhD Dissertation, Social Sciences, University of Tampere.
Steiinkuehler, Constance A. 2006. “Massively Multiplayer Online Video Gaming as Participation in a Discourse.” Mind, Culture and Activity 13:1 38-52.
Chess, Shira. 2009. “License to Play: Women, Productivity, and Video Games.”
McGonigal, Jane. 2011. Reality is Broken: Why Games Make Us Better and How They Can Change the World. New York, NY: Penguin Press.
Bogost, Ian; Ferrari, Simon; and Schweizer, Bobby. 2011. Newsgames: Journalism at Play. Cambridge, MA: The MIT Press.
Smith, Aaron. 2010. “Americans and their Gadgets.” Pew Research Center’s Internet and American Life Project. http://pewinternet.org/Reports/2010/Gadgets.aspx
Kirkland, Ewan. 2010. “Discursively Constructing the Art of Silent Hill.” Games and Culture 5:1.
Jenson, Jennifer; and de Castell, Suzanne. 2010. “Gender, Simulation, and Gaming: Research Reviews and Redirections.” Simulation Gaming 41.
Woods, Stewart. “Convival Conflicts: The Form, Culture and Play of Modern European Strategy Games.” PhD Dissertation, School of Media, Culture and Creative Arts, Curtin University of Technology.
Consalvo, Mia; Dodd Alley, Timothy; Dutton, Nathan; Falk, Matthew; Fisher, Howard; Fisher, Howard; Harper, Todd; and Adam Yulish. “Where’s my Montage? The Performance of Hard Work and its Reward in Film, Television, and MMOGs.” Games and Culture 5.
Shaw, Adrienne. 2010. “What is Video Game Culture. Cultural Studies and Game Studies.” Games and Culture 5.
Loureiro, Ana. 2010. “Building Knowledge in the Virtual World – Influence of Real Life Relationships.” Journal of Virtual Worlds Research 2:5.
Day, Terri R.; and Hall, Ryan C.W. 2010. “Déjà vu: From Comic Books to Video Games: Legislative Reliance on ‘Soft Science’ to Protect Against Uncertain Societal Harm Linked to Violence v. the First Amendment.” Oregon Law Review 89:2.
Shen, Cuihua. 2010. “The Patterns, Effects, and Evolution of Player Social Networks in online Gaming Communities.” PhD Dissertation, Department of Communication, University of Southern California.
Chess, Shira. 2010. “How to Play a Feminist.” Thirdspace.
Kafai, Yasmin B.; Cook, Melissa S.; and Deborah A. Fields. 2010. “’Blacks Deserve Bodies Too!’: Design and Discussion about Diversity and Race in a Tween Virtual World.” Games and Culture 5:1.
Ritter, Christopher Jonas. 2010. “Why the Humans are White: Fantasy, Modernity, and the Rhettorics of Racism in World of Warcraft.” PhD, Department of English, Washington State University.
Ferrari, Simon. 2010. “The Judgement of Procedural Rhetoric.” Master’s Thesis; School of Literature, Communications, and Culture; Georgia Tech.
Calleja, Gordon. 2010. “Digital Games and Escapism.” Games and Culture 5.
Sotamaa, Olli. 2010. “When the Game is Not Enough: Motivations and Practices Among Computer Game Modding Culture.” Games and Culture 5.
Wollersheim, Dennis; Merkes, Monika; Shields, Nora; Liamputtong, Pranee; Wallis, Lara; Reynolds, Fay; and Lee Koh. “Physical and Psychosocial Effects of Wii Video Game Use among Older Women.” International Journal of Emerging Technologies and Society 8:2, pps 85-98.
Ashton, Daniel. 2010. “Pla yer, Student, Designer: Games Design Students and Changing Relationships with Games.” Games and Culture 5.
Anderson, Craig A.; Shibuya, Akiko; Ihori, Nobuko; Swing, Edward L.; Bushman, Brad J.; Sakamoto, Akira; et al. “Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review.” Psychological Bulletin 136:2.
Smith, Jonas H. “Trusting the Avatar.” Games and Culture 5.