General

Aarseth, Espen. The Dungeon and the Ivory Tower: Vive La Difference ou Liaison Dangereuse? Games Studies, 2,1. 2002. Web.

Aurora, Valerie. “The Dark Side of Open Source Conferences.” LWN. Web. 1 February 2012.

Balsamo, Anne. Designing Culture: The Technological Imagination at Work. USA: Duke University Press, 2011. Print.

Bateman, Christopher. Imaginary Games. Alresford: Zero Books Ltd. 2011. Print.

Bogost, Ian. How to Do Things with Video Games. Minneapolis: University of Minnesota Press. 2012. Print.

— (2012). The Perils of FarmVille. [Podcast] http://whyy.org/cms/radiotimes/2012/02/15/social-gaming-like-farmville-and-words-with-friends-why-we-play-and-whats-the-problem-when-we-do/

— (2010). The Rancor of Rhetoricians. [Blog Post] http://www.bogost.com/blog/the_rancor_of_rhetoricians.shtml

— “The Rhetoric of Video Games.” The Ecology of Games: Connecting Youth, Games, and Learning. Ed. By Katie Salen. Cambridge: MIT Press, 2008. Print.

Bolter, Jay and Richard Grusin. Remediation: Understanding New Media Culture. Cambridge: MIT Press, 1999. Print.

Carstensen, Tanja. “Trouble in Web 2.0: Gender Relations in Social Networking Sites, Wikis, and Weblogs. International Journal of Gender, Science, and Technology 1.1 (2009): 105-127. Print.

CCCC. “CCCC Statement on Teaching, Learning, Assessing Writing in Digital Environments.” Computers in the Composition Classroom: A Critical Sourcebook. Ed. By Michelle Sidles, Richard Morris, and Elizabeth Overman Smith. Boston: Bedford/St. Martin’s, 2008. 15-20. Print.

Chatfield, Tom. “Video Games Now Outperform Hollywood Movies.” The Observer. 2009. Web. 31 May 2012.

Cohoon, McGrath and William Aspray. Women and Technology: Research on Underrepresentation. Boston: MIT Press, 2006. Print.

Frasca, Gonzalo. “Simulation 101: Simulation versus Representation.” Web. 14 January 2012.

“Game Player Data.” ESA. ESA. Web. 31 May 2012.

Gerrard, Lisa. “Feminist Research in Computers and Composition.” Computers in the Composition Classroom: A Critical Sourcebook. Ed. By Michelle Sidles, Richard Morris, and Elizabeth Overman Smith. Boston: Bedford/St. Martin’s, 2008. 185-207. Print.

Gitelman, Lisa. Always Already New: Media, History, and the Data of Culture. Boston: MIT Press, 2008. Print.

Hawisher, Gail and Cindy Selfe. “The Rhetoric of Technology and the Electronic Writing Class.” Computers in the Composiiton Classroom: A Critical Sourcebook. Ed. By Michelle Sidles, Richard Morris, and Elizabeth Overman Smith. Boston: Bedford/St. Martin’s, 2008. 35-45. Print.

Jenkins, Henry. Convergence Culture. New York: New York University Press, 2006. Print.

Koster, Raph. A Theory of Fun for Game Design. Arizona: Parglyph Press, 2005. Print.

McLuhan, Marshall. Understanding Media. New York: Times Mirror, 1963. Print.

Nardi, B. My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft. Ann Arbor: University of Michigan Press. 2010. Print.

Paulding, J. (2009). Casual v. Hardcore. [Blog Post]. http://www.g4tv.com/thefeed/blog/post/683070/casual-vs-hardcore-games/

Turkle, Sherry. Alone Together: Why We Expect More From Technology and Less From Each Other. New York: Basic Books, 2011. Print.

Wardrip-Fruin, Noah and Pat Harrington. First Person: New Media as Performance, Story, and Game. Cambridge: MIT Press, 2004. Print.

Wysoki, Anne Frances. “Opening New Media to Writing: Openings & Justifications.” Writing New Media: Theory and Applications for Expanding the Teaching of Composition. Ed. By Anne Frances Wysocki, Johndon Johnson-Eilola, Cynthia L. Selfe, and Geoffrey Sirc. Utah: Utah State University Press, 2004. 1-41. Print.

 

 

Ethics

Consalvo, Mia. Rule Sets, Cheating, and Magic Circles: Studying Games and Ethics. International Review of Information Ethics, 4. 2005. Print.

McCormick, Mathew. Is it Wrong to Play Violent Video Games? Ethics and Information Technology, 3. 2001. Web.

Reynolds, R. (2002). Playing a “Good” Game: A Philosophical Approach to Understanding the Morality of Games. International Game Developers Association. [Online Article]. http://www.igda.org/articles/rreynolds_ethics.php

Sicart, Miguel. The Ethics of Computer Games. Cambridge: MIT Press. 2009. Print.

–. Against Procedurality. Game Studies 11,3. Retrieved January 3, 2012. 2011. Print.

 

Gender

Blake, Kim. “A Woman in Games: A Personal Perspective.” International Journal of Gender, Science, and Technology. 3.1 (2011): 244-249. Print.

Bury, Rhiannon. “She’s Geeky: The Performance of Identity Among Women Working in IT. International Journal of Gender, Science, and Technology. 3.1 (2011): 33-53. Print.

Haraway, Donna. “A Cyborg Manifesto: Science, Technology, and Socialist-Feminism in the Late Twentieth Century.” Simians, Cyborgs, and Women: The Reinvention of Nature. New York: Routledge, 1991. 149-182. Print.

–. Modest_Witness@Second_Millennium. FemaleMan©_Meets_OncoMouse™: Feminism and Technoscience. New York: Routledge, 1997. Print.

–. “Situated Knowledges: The Science Question in Feminism an the Privilege of Partial Perspective.” Simians, Cyborgs, and Women: The Reinvention of Nature. New York: Routledge, 1991. 183-202. Print.

Hamilton, Kirk. Competitive Gamer’s Inflammatory Comments Spark Sexual

Harassment Debate. Kotaku. February 28, 2012. Web. Retrieved from: http://kotaku.com/5889066/competitive-gamers-inflammatory-comments-spark-sexual-harassment-debate

Harvey, Alison. “Constituting the Player: Feminist Technoscience, Gender, and Digital Play.” International Journal of Gender, Science, and Technology. 3.1 (2011): 171-184. Print.

Holth, Line. “Revisiting Engineering, Masculinity and Technology Studies: Old Structures with New Openings.” International Journal of Gender, Science, and Technology. 3.2 (2011): 313-329. Print.

“It Pays to Hire Women in Games.” GameSauce. IDGA: Women. Web. 15 April 2012.

Jensen, Jennifer, Stephanie Fisher, and Suzanne de Castell. “Disrupting the Gender Order: Leveling Up and Claiming Space in an After-School Video Game Club.” International Journal of Gender, Science, and Technology. 3.1 (2011): 149-169. Print.

Peterson, Helen. “The Gendered Construction of Technical Self-Confidence: Women’s Negotiated Positions in Male-dominated, Technical Work Settings.” International Journal of Gender, Science, and Technology. 2.1 (2010): 66-88. Print.

Prescott, Julie and Jan Bogg. “Segregation in a Male-Dominated Industry: Women

Working in the Computer Games Industry.” International Journal of Gender, Science, and Technology. 3.1 (2011): 206-227. Print.

Takayoshi, Pamela. “Gender Matters: Literacy, Learning and Gaming in One American Family.” Gaming Lives in the Twenty-First Century. Ed. Cynthia L. Selfe and Gail Hawisher. New York: Palgrave Macmillan, 2007. 229-249. Print.

 

Play

Salen, Katie and Eric Zimmerman. Rules of Play. Cambridge: MIT Press, 2004. Print.

 

Education

Gee, James Paul. Good Video Games + Good Learning: Collected Essays on Video Games, Learning, and Literacy. New York: Peter Lang Publishing, 2007. Print.

–“Foreword.” Gaming Lives in the Twenty-First Century. Ed. Cynthia L. Selfe and Gail Hawisher. New York: Palgrave Macmillan, 2007. ix-xiii. Print.

Schell, Jesse. (2010). When Games Invade Real Life. [Online Video] http://www.ted.com/talks/jesse_schell_when_games_invade_real_life.html