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ESGE 200: Video Games and Society
Aesthetics & Style
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ESGE 200: Video Games and Society: Aesthetics & Style
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Books
EGods: Faith versus Fantasy in Computer Gaming
by
William Sims Bainbridge
Call Number: GV1469.17.S63 B35 2013 (also available as an eBook)
Storyplaying: Agency and Narrative in Video Games
by
Sebastian Domsch
Call Number: eBook
Game Sound: An Introduction to the History, Theory, and Pratice of Video Game Music and Sound Design
by
Karen Collins
Call Number: eBook
Avant-Garde Videogames: Playing with Technoculture
by
Brian Schrank
Call Number: eBook
Literary Gaming
by
Astrid Ensslin
Call Number: eBook
Playing with the Past: Digital Games and the Simulation of History
by
Matthew Kapell & Andrew B. R. Elliot
Call Number: D16.255.S5 P53 2013
A Composer's Guide to Game Music
by
Winifred Phillips
Call Number: eBook
Playing with Sound: A Theory of Interacting with Sound and Music in Video Games
by
Karen Collins
Call Number: eBook
Magic Circle
Hardesty, Rebecca A., and Ben Sheredos. “Being Together, Worlds Apart: A Virtual-Worldly Phenomenology.” Human Studies, vol. 42, no. 3, Sept. 2019, pp. 343–370.
Moore, Christopher. “The Magic Circle and the Mobility of Play.” Convergence, vol. 17, no. 4, Nov. 2011, pp. 373–387.
Huynh, Kim-Phong, et al. “Stepping Out of the Magic Circle: Regulation of Play/Life Boundary in Mmo-Mediated Romantic Relationship.” Journal of Computer-Mediated Communication, vol. 18, no. 3, 2013, pp. 251–264.
Rules
Avatars
Dietrich, David R. “Avatars of Whiteness: Racial Expression in Video Game Characters.” Sociological Inquiry, vol. 83, no. 1, Feb. 2013, pp. 82–105.
Jin, Seung-A Annie.“‘My Avatar Behaves Well and This Feels Right’: Ideal and Ought Selves in Video Gaming.” Social Behavior & Personality: An International Journal, vol. 39, no. 9, Nov. 2011, pp. 1175–1182.
Hébert, Thomas P., et al. “‘The Me I Want You to See’: The Use of Video Game Avatars to Explore Identity in Gifted Adolescents.” Gifted Child Today, vol. 43, no. 2, Apr. 2020, pp. 124–134.
Realism
Shafer, Daniel M., et al. “Controller Required? The Impact of Natural Mapping on Interactivity, Realism, Presence, and Enjoyment in Motion-Based Video Games.” PRESENCE: Teleoperators & Virtual Environments, vol. 23, no. 3, Summer 2014, pp. 267–286.
Litty, Jamie M. “How Real Is Too Real for the Law? Realism versus Right of Publicity in Video Game Design.” Journal of Broadcasting & Electronic Media, vol. 60, no. 3, Sept. 2016, pp. 373–388.
Shinkle, Eugénie. “Of Particle Systems and Picturesque Ontologies: Landscape, Nature, and Realism in Video Games.” Art Journal, vol. 79, no. 2, Summer 2020, pp. 59–67.
Immersion
McGloin, Rory, et al. “Video Games, Immersion, and Cognitive Aggression: Does the Controller Matter?” Media Psychology, vol. 16, no. 1, Jan. 2013, pp. 65–87.
Kuo, Andrew, et al. “From Super Mario to Skyrim: A Framework for the Evolution of Video Game Consumption.” Journal of Consumer Behaviour, vol. 16, no. 2, Mar. 2017, pp. 101–120.
Cho, Ok-Hue, and Won-Hyung Lee. “BCI Sensor Based Environment Changing System for Immersion of 3D Game.” International Journal of Distributed Sensor Networks, May 2014.
Temporality
Majamäki Maija, and Matilda Hellman. “‘When Sense of Time Disappears’—or Does It? Online Video Gamers’ Time Management and Time Apprehension.” Time & Society, vol. 25, no. 2, 2016, pp. 355–373.
Corredor, Javier, et al. “Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena.” Journal of Science Education & Technology, vol. 23, no. 3, June 2014, pp. 324–343.
Gandolfi E. “Subjective Temporalities at Play: Temporality, Subjectivity and Gaming Affordances in Cities: Skylines, Europa Universalis Iv and Pillars of Eternity.” Simulation and Gaming, vol. 47, no. 6, 2016, pp. 720–750.
Indies
Parker F, et al. “Megabooth: The Cultural Intermediation of Indie Games.” New Media & Society, vol. 20, no. 5, 2018, pp. 1953–1972.
Parker, Felan, and Jennifer Jenson. “Canadian Indie Games Between the Global and the Local.” Canadian Journal of Communication, vol. 42, no. 5, Dec. 2017, pp. 867–891.
Young, Chris J, et al. “Precarity and Why Indie Game Developers Can’t Save Us from Racism.” Television & New Media, vol. 20, no. 8, 2019, pp. 802–812.
World-Building
Downey, Steve. “History of the (Virtual) Worlds.” Journal of Technology Studies, vol. 40, no. 2, Fall 2014, pp. 54–66.
Burrows, Christopher N. and Hart Blanton. “Real-World Persuasion from Virtual-World Campaigns : How Transportation into Virtual Worlds Moderates In-Game Influence.” Communication Research, vol. 43, no. 4, 2016, pp. 542–570.
Golub, Alex. “The Anthropology of Virtual Worlds: World of Warcraft.” Reviews in Anthropology, vol. 43, no. 2, Apr. 2014, pp. 135–149.
Music
Jenson, Jen, et al. “So You Think You Can Play: An Exploratory Study of Music Video Games.” Journal of Music, Technology & Education, vol. 9, no. 3, Dec. 2016, pp. 273–288.
Summers, Tim. “Epic Texturing in the First-Person Shooter: The Aesthetics of Video Game Music.” Soundtrack, vol. 5, no. 2, Oct. 2012, pp. 131–151.
Lind, Stephanie. “Music as Temporal Disruption in Assassin’s Creed.” Soundtrack, vol. 11, no. 1/2, Jan. 2020, pp. 57–73.
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