Bibliography



I have decided to include a bibliography of sources I have found related to the topic of video games as literature. Some of the books I have not yet read in their entirety, but I am including them anyway due to their apparent relevance. Enjoy! (Note that this bibliography is a work in progress and is far from complete.)

I apologize for the formatting. The MLA needs to have a talk with Blogger.


"A Scholar in Skyrim: Reading the Literature of Another World." BuboBlog. Wordpress, Jan. 16, 2012. Web. April 27, 2012. http://buboblog.wordpress.com/2012/01/16/a-scholar-in-skyrim/.

Bissell, Tom. Extra Lives: Why Video Games Matter. New York: Vintage Books, 2011. Print.

Bogost, Ian. How to Do Things with Video Games. Minneapolis: University of Minnesota Press, 2011. Print.

Bogost, Ian. Persuasive Games: The Expressive Power of Videogames. Cambridge: The MIT Press, 2007. Print.

Chaplin, Heather and Ruby, Aaron. Smart Bomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution. Chapel Hill: Algonquin Books of Chapel Hill, 2005. Print.

Chatfield, Tom. Fun, Inc. Why Gaming Will Dominate the Twenty-First Century. New York: Pegasus Books, 2010. Print.

Crecente, Brian. "Librarians Explain: Why Video Games At the Library." Kotaku. 5 March, 2009. Web. 8/8/2014. <http://kotaku.com/5164768/librarians-explain-why-video-games-at-the-library>.

Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan, 2003. Print.

Gold, Matthew K. Ed. Debates in the Digital Humanities. Minneapolis: University of Minnesota Press, 2012. Print.

Griffiths, Devin C. Virtual Ascendance: Video Games and the Remaking of Reality. Lanham: Rowman & Littlefield Publishers, Inc., 2013. Print.

Hamilton, Jill, Ed. Introducing Issues with Opposing Viewpoints: Video Games. Detroit: GALE Cengage Learning, 2011. Print.

Harris, Blake J. Console Wars. New York: HarperCollins, 2014. Print.

Huntemann, Nina B. and Ben Aslinger. Ed. Gaming Globally: Production, Play, and Place. New York: Palgrave MacMillan, 2013. Print.

Juul, Jesper. A Casual Revolution: Reinventing Video Games and their Players. Cambridge: The MIT Press, 2010. Print.

Kane, Michael. Game Boys: Professional Videogaming's Rise from the Basement to the Big Time. New York: Viking, 2008. Print.
          Note: I have not yet read this book in its completion. It may need to be taken with a grain of salt. I will be investigating further when I have more time to read the book and take a look at the author's sources.

Kelleway, Kelly. "Sim Evil: Avatars and the Ethical Game Mechanic." Vader, Voldemort and Other Villains. Ed. Jamey Heit. Jefferson, NC: McFarland & Company, Inc., 2011. 145-161. Print.

King, Geoff and Tanya Krzywinska. ScreenPlay: Cinema/Videogames/Interfaces. London: Wallflower Press, 2002. Print.

Kohler, Chris. Power Up: How Japanese Video Games Gave the World an Extra Life. Brady Games, 2004. Print.

Mackey, Margaret. Narrative Pleasures in Young Adult Novels, Films, and Video Games. New York: Palgrave Macmillan, 2011. Print.

Miller, Kiri. Playing Along: Digital Games, Youtube, and Virtual Performance. Oxford: Oxford University Press, 2012. Print.

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

Papazian, Gretchen and Joseph Michael Sommers. Game On, Hollywood! Essays on the Intersection of Video Games and Cinema. Jefferson, NC: McFarland & Company, Inc., 2013. Print.

Pearce, Celia and Artemesia. Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds. Cambridge: The MIT Press, 2009. Print.

Rivera, Paula. La Narritiva de los RPGs. Web. 25 Oct, 2014. http://lanarrativarpg.blogspot.com/

Scuderi, Phillip. "The Literary Achievement of Morrowind." Gamers with Jobs. March 10, 2006. Web. April 27, 2012. http://www.gamerswithjobs.com/node/22717.

Squire, Kurt. Video Games and Learning: Teaching and Participatory Culture in the Digital Age. New York: Teachers College Press, 2011. Print.

Williams, J. Patrick, Ed. Gaming as Culture. Jefferson, NC: McFarland & Company, Inc., 2006. Print.

Wolf, Mark J. P. and Bernard Perron. The Routledge Companion to Video Game Studies. New York: Routledge, 2014. Print.

Wysocki, Matthew. Ed. CTRL-ALT-PLAY: Essays on Control in Video Gaming. Jefferson, NC: McFarland & Company, Inc, 2013. Print.

Young, Garry. Ethics in the Virtual World: The Morality and Psychology of Gaming. Durham: Acumen, 2013. Print.