Black Games Archive Bibliography

Blackmon, Samantha. “‘Be Real Black for Me’: Lincoln Clay and Luke Cage as the Heroes We Need”, The CEA Critic, v. 79 no. 1, March 2017.

———. “Self-Saving Princess: Feminism and Post-Play Narrative Modding”, with Alex Layne, Ada Journal of Gender, New Media, and Technology (Feminist Game Studies Special Issue) June 2013.

———. “Invisibility Blues 1.1: When Race is on the Menu: Choice, Change, and Character Creation.”, Invisibility Blues: A Video Series About Race and Racial Representation in Video Games, produced and created. 2015. (link: https://youtu.be/kc9O8mt9jJM

———. “Not Your Mama’s Gamer Podcast”, Not Your Mama’s Gamer, Hosted and Produced 235 episodes. 2011-present. (link: https://itunes.apple.com/us/podcast/not-your-mamas-gamer/id416282271?mt=2)

Brock, André. “‘“When Keeping It Real Goes Wrong”’: Resident Evil 5, Racial Representation, and Gamers.” Games and Culture 6, no. 5 (2011): 429–52. https://doi.org/10.1177/1555412011402676.

Brock, Jr., Andre. Distributed Blackness : African American Cybercultures. New York, NY: NYU Press, 2020. https://eds.p.ebscohost.com/eds/detail/detail?vid=1&sid=a02c8f37-14e9-42b5-ba27-e0fc7e28820a%40redis&bdata=JnNpdGU9ZWRzLWxpdmUmc2NvcGU9c2l0ZQ%3d%3d#AN=2090091&db=nlebk.

Bryan, Nathaniel. “Shaking the Bad Boys: Troubling the Criminalization of Black Boys’ Childhood Play, Hegemonic White Masculinity and Femininity, and the School Playground-to-Prison Pipeline.” Race Ethnicity and Education 23, no. 5 (September 2, 2020): 673–92. https://doi.org/10.1080/13613324.2018.1512483.

Cho, Hyunkyoung, and Joonsung Yoon. “Toward a Decolonizing Approach to Game Studies: Philosophizing Computer Game with BCI,” 105–12. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering. Cham: Springer International Publishing, 2017. https://doi.org/10.1007/978-3-319-55834-9_12.

DePass, Tanya, ed. Game Devs & Others: Tales From the Margins. Boca Raton, FL: CRC Press, 2018.

“Do You Identify as a Gamer? Gender, Race, Sexuality, and Gamer Identity – University of Southern California.” Accessed May 11, 2023. https://uosc.primo.exlibrisgroup.com.

Douglas, Delia D. “Venus, Serena, and the Inconspicuous Consumption of Blackness: A Commentary on Surveillance, Race Talk, and New Racism(s).” Journal of Black Studies 43, no. 2 (2012): 127–45. https://doi.org/10.1177/0021934711410880.

Everett, Anna. “Black Film, New Media Industries, and BAMMs (Black American Media Moguls) in the Digital Media Ecology.” Cinema Journal 53, no. 4 (2014): 128–33. https://doi.org/10.1353/cj.2014.0038.

———. Digital Diaspora : A Race for Cyberspace. SUNY Series, Cultural Studies in Cinema/Video. SUNY Press, 2009.

Flanagan, Mary, and Mikael Jakobsson. Playing Oppression: The Legacy of Conquest and Empire in Colonialist Board Games. Namur: MIT Press, 2023.

Gaunt, Kyra D. The Games Black Girls Play Learning the Ropes from Double-Dutch to Hip-Hop. New York: NYU Press, 2006. https://doi.org/10.18574/nyu/9780814732731.

“Gender and Race Representation in Casual Games – University of Southern California.” Accessed May 11, 2023. https://uosc.primo.exlibrisgroup.com.

Goard, Javon. “Gamifying Blackness: A Discussion on Black Gamers and Black Portrayals in Contemporary Videogames.” Sociation Today 22, no. 1 (2023): 9-.

Grace, Lindsay, Aaron Trammell, and Allen Turner. Black Game Studies: An Introduction to the Games, Game Makers and Scholarship of the African Diaspora. Pittsburgh, PA: Carnegie Mellon University, ETC Press, 2021.

Gray, Kishonna L. “Gaming out Online: Black Lesbian Identity Development and Community Building in Xbox Live.” Journal of Lesbian Studies 22, no. 3 (2018): 282–96. https://doi.org/10.1080/10894160.2018.1384293.

———. Intersectional Tech: Black Users in Digital Gaming. Baton Rouge: Louisiana State University Press, 2020.

———. Race, Gender, and Deviance in Xbox Live : Theoretical Perspectives from the Virtual Margins. Theoretical Criminology Series. Anderson Publishing, 2014.

Gray, Kishonna L., and David J. Leonard, eds. Woke Gaming: Digital Challenges to Oppression and Social Injustice. Seattle: University of Washington Press, 2018.

Gray, Kishonna L., and Krysten Stein. “‘We “Said Her Name” and Got Zucked’: Black Women Calling-out the Carceral Logics of Digital Platforms.” Gender & Society 35, no. 4 (2021): 538–45. https://doi.org/10.1177/08912432211029393.

Higgin, Tanner. “Blackless Fantasy: The Disappearance of Race in Massively Multiplayer Online Role-Playing Games.” Games and Culture 4, no. 1 (2009): 3–26. https://doi.org/10.1177/1555412008325477.

“Influence of Black Masculinity Game Exemplars on Social Judgments. – University of Southern California.” Accessed May 11, 2023. https://uosc.primo.exlibrisgroup.com.

Jennifer Williams. “The Erasure of Virtual Blackness: An Ideation About Authentic Black Hairstyles in Speculative Digital Environments.” Journal of Futures Studies 24, no. 2 (2019). https://doi.org/10.6531/JFS.201912_24(2).0005.

Leonard, David. “‘Live in Your World, Play in Ours’: Race, Video Games, and Consuming the Other.” Studies in Media & Information Literacy Education 3, no. 4 (2003): N.PAG-. https://doi.org/10.3138/sim.3.4.002.

Malkowski, Jennifer, and TreaAndrea M. Russworm, eds. Gaming Representation: Race, Gender, and Sexuality in Video Games. Bloomington: Indiana University Press, 2017.

Murray, Soraya. On Video Games: The Visual Politics of Race, Gender and Space. London, UK: Bloomsbury Academic, 2017.

Nakamura, Lisa. “Don’t Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft.” Critical Studies in Media Communication 26, no. 2 (2009): 128–44. https://doi.org/10.1080/15295030902860252.

———. “Neoliberal Space and Race in Virtual Worlds.” The Velvet Light Trap, no. 62 (2008): 72-.

———. “Watching White Supremacy on Digital Video Platforms: Screw Your Optics, I’m Going In.” Film Quarterly72, no. 3 (2019): 19–22. https://doi.org/10.1525/fq.2019.72.3.19.

Nakamura, Lisa, and Peter Chow-White. Race after the Internet. Milton Park, Abingdon, Oxon ; Routledge, 2012.

Narcisse, Evan. “The Natural: The Trouble Portraying Blackness in Video Games.” Kotaku, February 13, 2017. https://kotaku.com/the-natural-the-trouble-portraying-blackness-in-video-1736504384.

Patterson, Christopher B. Open World Empire: Race, Erotics, and the Global Rise of Video Games. Vol. 26. NYU Scholarship Online. Saint-Laurent: New York University Press, 2020. https://doi.org/10.18574/9781479886029.

———. “Open World Empire: Race, Erotics, and the Global Rise of Video Games.” Postmillennial Pop. New York: University Press, 2020.

Phillips, Amanda. “Negg(at)Ing the Game Studies Subject.” Feminist Media Histories 6, no. 1 (2020): 12–36. https://doi.org/10.1525/fmh.2020.6.1.12.

———. “Shooting to Kill: Headshots, Twitch Reflexes, and the Mechropolitics of Video Games.” Games and Culture 13, no. 2 (2018): 136–52. https://doi.org/10.1177/1555412015612611.

Reed, Alison, and Amanda Phillips. “Additive Race: Colorblind Discourses of Realism in Performance Capture Technologies.” Digital Creativity (Exeter) 24, no. 2 (2013): 130–44. https://doi.org/10.1080/14626268.2013.808965.

Richard, Gabriela T., and Kishonna L. Gray. “Gendered Play, Racialized Reality: Black Cyberfeminism, Inclusive Communities of Practice, and the Intersections of Learning, Socialization, and Resilience in Online Gaming.” Frontiers (Boulder) 39, no. 1 (2018): 112–48. https://doi.org/10.5250/fronjwomestud.39.1.0112.

Russworm, TreaAndrea M. “A Call to Action for Video Game Studies in an Age of Reanimated White Supremacy.” The Velvet Light Trap 81, no. 1 (Spring 2018): 73–76.

_ _ _  “Video Game History and the Fact of Blackness.” ROMchip 1, no. 1 (2019).

———. “Computational Blackness: The Procedural Logics of Race, Game, and Cinema, or How Spike Lee’s Livin’ Da Dream Productively ‘Broke’ a Popular Video Game.” Black Camera: The New Series 10, no. 1 (Fall 2018): 193–212. https://doi.org/10.2979/blackcamera.10.1.12.

———. “Dystopian Blackness and the Limits of Racial Empathy in The Walking Dead and The Last of Us.” In Gaming Representation: Race, Gender, and Sexuality in Video Games, edited by Jennifer Malkowski and TreaAndrea M. Russworm, 109–28. Indiana University Press, 2017.

———. “The Hype Man as Racial Stereotype, Parody, and Ghost in Afro Samurai.” In Game On, Hollywood!: Essays on the Intersections of Video Games and Cinema. Eds. Gretchen Papazian and Joseph Sommers. Jefferson, North Carolina: McFarland & Company, 2013. 169-182. 

———. “Hip-hop.” In Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming. Ed. Mark J. P. Wolf. Vol. 1. Greenwood, 2012. 290–293.

———. “Blackness and Play,” a special issue,  American Journal of Play 13, no. 2/3 (2021): 129–34.

Russworm, TreaAndrea M., and Samantha Blackmon. “Replaying Video Game History as a Mixtape of Black Feminist Thought.” Feminist Media Histories 6, no. 1 (January 1, 2020): 93–118. https://doi.org/10.1525/fmh.2020.6.1.93.

“The Virtual Census: Representations of Gender, Race and Age in Video Games – University of Southern California.” 

Towns, Armond R. “Gamifying Blackness: From Slave Records to Playing History: Slave Trade.” Information, Communication & Society 24, no. 12 (2021): 1814–28. https://doi.org/10.1080/1369118X.2020.1739730.

Trammell, Aaron. “Decolonizing Play.” Critical Studies in Media Communication 39, no. 3 (2022): 239–46. https://doi.org/10.1080/15295036.2022.2080844.

———. Repairing Play: A Black Phenomenology. Cambridge: MIT Press, 2023.

———. The Privilege of Play. New York: NYU Press, 2023.

———. “Torture, Play, and the Black Experience.” GAME: The Italian Journal of Game Studies 2020, no. 9 (n.d.): 33–49.

“What’s in a Game? Wake Working (Fantasy) Football’s Anti-Black Temporalities – University of Southern California.” Accessed May 11, 2023. https://uosc.primo.exlibrisgroup.com/discovery/fulldisplay/cdi_informaworld_taylorfrancis_310_1080_07491409_2020_1824507/01USC_INST:01USC.

Yang, G. S., B. Gibson, A. K. Lueke, L. R. Huesmann, and B. J. Bushman. “Effects of Avatar Race in Violent Video Games on Racial Attitudes and Aggression.” Social Psychological & Personality Science 5, no. 6 (2014): 698–704. https://doi.org/10.1177/1948550614528008.