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ESGE 200: Video Games and Society
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ESGE 200: Video Games and Society: Industry
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Books
Digital Gaming and the Advertising Landscape
by
Teresa de la Hera
Call Number: eBook
Playing War: Military Video Games after 9/11
by
Matthew Thomas Payne
Call Number: eBook
Basics of Game Design
by
Michael Moore
Call Number: QA76.76 .C672 M6158 2011
Game Localization: Translating for the Global Digital Entertainment Industry
by
Minako O'Hagan & Carmen Mangiron
Call Number: eBook
Atari to Zelda: Japan's Video Games in Global Contexts
by
Mia Consalvo
Call Number: eBook
Game On!: Gamification, Gameful Design, and the Rise of the Game Educator
by
Kevin Bell
Call Number: eBook
Thinking about Video Games: Interviews with the Experts
by
David S. Heineman
Call Number: eBook
The Game Production Handbook
by
Heather Maxwell Chandler
Call Number: QA76.76.C672 C446 2014
Authorship
Phillips, Tom. “‘Don’t Clone My Indie Game, Bro’: Informal Cultures of Videogame Regulation in the Independent Sector.” Cultural Trends, vol. 24, no. 2, June 2015, pp. 143–153.
Kevin D. Ball. “Fan Labor, Speculative Fiction, and Video Game Lore in the ‘Bloodborne’ Community.” Transformative Works and Cultures, 2017.
Harwood, Tracy, and Tony Garry. “Co-Creation and Ambiguous Ownership within Virtual Communities: The Case of the Machinima Community.” Journal of Consumer Behaviour, vol. 13, no. 2, Mar. 2014, pp. 148–156.
Gaming Capital
Niemeyer, Dodie J., and Hannah R. Gerber. “Maker Culture and Minecraft : Implications for the Future of Learning.” Educational Media International, vol. 52, no. 3, Sept. 2015, pp. 216–226.
Boot, Walter R., et al. “Applying Aspects of the Expert Performance Approach to Better Understand the Structure of Skill and Mechanisms of Skill Acquisition in Video Games.” Topics in Cognitive Science, vol. 9, no. 2, Apr. 2017, pp. 413–436.
Lindstedt, John K, and Wayne D Gray. “Distinguishing Experts from Novices by the Mind’s Hand and Mind’s Eye.” Cognitive Psychology, vol. 109, 2019, pp. 1–25.
Labor
Young, Chris J, and Greig De Peuter. “Contested Formations of Digital Game Labor.” Television & New Media, vol. 20, no. 8, 2019, pp. 747–755.
Bulut, Ergin. “Glamor Above, Precarity Below: Immaterial Labor in the Video Game Industry.” Critical Studies in Media Communication, vol. 32, no. 3, Aug. 2015, pp. 193–207.
Young, Chris J, et al. “Building Momentum for Collectivity in the Digital Game Community.” Television & New Media, vol. 20, no. 8, 2019, pp. 848–861.
Gamification
Featherstone, Mark, and Jacob Habgood. “Unicraft: Exploring the Impact of Asynchronous Multiplayer Game Elements in Gamification.” International Journal of Human - Computer Studies, vol. 127, 2019, pp. 150–168.
Darejeh, Ali, and Siti Salwah Salim. “Gamification Solutions to Enhance Software User Engagement—A Systematic Review.” International Journal of Human-Computer Interaction, vol. 32, no. 8, Aug. 2016, pp. 613–642.
Suvajdzic, Marko. “Gamifying Reality: How Should History Intersect with Fantasy.” Technoetic Arts: A Journal of Speculative Research, vol. 14, no. 3, Dec. 2016, pp. 197–204.
Domesticity
Wang, Bingqing, et al. “Families That Play Together Stay Together: Investigating Family Bonding through Video Games.” New Media & Society, vol. 20, no. 11, 2018, pp. 4074–4094.
Coyne, Sarah M., et al. “Gaming in the Game of Love: Effects of Video Games on Conflict in Couples.” Family Relations, vol. 61, no. 3, July 2012, pp. 388–396.
Steinkuehler, Constance. “Parenting and Video Games.” Journal of Adolescent & Adult Literacy, vol. 59, no. 4, 2016, pp. 357–361.
Mobile Gaming
Dal Yong Jin, et al. “Transformative Mobile Game Culture: A Sociocultural Analysis of Korean Mobile Gaming in the Era of Smartphones.” International Journal of Cultural Studies, vol. 18, no. 4, 2015, pp. 413–429.
Chong, Yvette, et al. “Going Forward with Pokemon Go.” Journal of Emergencies, Trauma & Shock, vol. 11, no. 4, Oct. 2018, pp. 243–246.
Bulduklu, Yasin. “Mobile Games on the Basis of Uses and Gratifications Approach : A Comparison of the Mobile Game Habits of University and High School Students.” Convergence: The International Journal of Research into New Media Technologies, 2017
Licensing
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.
Kaburakis, Anastasios, et al. “Is It Still ‘In the Game’; or Has Amateurism Left the Building? NCAA Student-Athletes’ Perceptions of Commercial Activity and Sports Video Games.” Journal of Sport Management, vol. 26, no. 4, July 2012, pp. 295–308.
Johnson D. “Figuring Identity: Media Licensing and the Racialization of Lego Bodies.” International Journal of Cultural Studies, vol. 17, no. 4, 2014, pp. 307–325.
Transmedia
Ojeda, Miguel Ángel Nicolás, et al. “In the Warcraft Universe We Trust: An Analysis of Transmedia Advertising Strategies in the World of Warcraft Video Game Series.” International Journal of Communication, vol. 13, Jan. 2019, pp. 1507–1525.
Harvey, Colin. “Video Games, Transmedia, and Cultural Memory.” Media Development, vol. 64, no. 4, Oct. 2017, pp. 13–17.
Thon, Jan-Noël. “Transmedial Narratology Revisited: On the Intersubjective Construction of Storyworlds and the Problem of Representational Correspondence in Films, Comics, and Video Games.” Narrative, vol. 25, no. 3, Oct. 2017, pp. 286–320.
Militarism
Robinson, Nick. “Videogames, Persuasion and the War on Terror: Escaping or Embedding the Military-Entertainment Complex?” Political Studies, vol. 60, no. 3, Oct. 2012, pp. 504–522.
Andersen, Carrie. “Games of Drones: The Uneasy Future of the Soldier-Hero in Call of Duty: Black Ops II.” Surveillance & Society, vol. 12, no. 3, Sept. 2014, pp. 360–376.
Mantello, Peter. “Military Shooter Video Games and the Ontopolitics of Derivative Wars and Arms Culture.” American Journal of Economics & Sociology, vol. 76, no. 2, Mar. 2017, pp. 483–521.
Globalization
Copplestone, Tara Jane. “But That’s Not Accurate: The Differing Perceptions of Accuracy in Cultural-Heritage Videogames between Creators, Consumers and Critics.” Rethinking History, vol. 21, no. 3, Sept. 2017, pp. 415–438.
Fisher, Jolene. “Digital Games, African Development, and Gender Equality: A Comparative Analysis of Family Values and Moraba.” Studies in Comparative International Development, vol. 52, no. 2, June 2017, pp. 155–173.
Hayden, Craig. “The Procedural Rhetorics of Mass Effect: Video Games as Argumentation in International Relations.” International Studies Perspectives, vol. 18, no. 2, May 2017, pp. 175–193.
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