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ESGE 200: Video Games and Society
Game Practices
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ESGE 200: Video Games and Society: Game Practices
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Books
Gaming Matters: Art, Science, Magic, and the Computer Game Medium
by
Judd Ethan Ruggill & Ken S. McAllister
Call Number: eBook
Dangerous Games: What the Moral Panic over Role-Playing Games says about Play, Religion, and Imagined Worlds
by
Joseph P. Laycock
Call Number: eBook
The Meaning of Video Games: Gaming and Textual Strategies
by
Steven E. Jones
Call Number: eBook
The Player's Power to Change the Game: Ludic Mutation
by
Anne-Marie Schleiner
Call Number: eBook
DOOM: Scarydarkfast
by
Dan Pinchbeck
Call Number: eBook
Minor Platforms in Videogame History
by
Benjamin Nicoll
Call Number: eBook
Moving Innovation: A History of Computer Animation
by
Tom Sito
Call Number: TR897.7 .S48 2013 (also available as an eBook)
Platform
Song, Haeyop, et al. “Platform Competition in the Video Game Console Industry: Impacts of Software Quality and Exclusivity on Market Share.” Journal of Media Economics, vol. 30, no. 3, July 2017, pp. 99–120.
Lotfi, Elaachak. “Towards a New Platform Based on Learning Outcomes Analysis for Mobile Serious Games.” International Journal of Emerging Technologies in Learning, vol. 15, no. 2, Feb. 2020, pp. 42–57.
Parkkila, Janne, et al. “Gamecloud - A Platform for Connecting Video Games.” Journal of Virtual Worlds Research, vol. 9, no. 1, Apr. 2016, pp. 1–19.
Interface
Fang, Yu-Min, et al. “Emotional Reactions of Different Interface Formats: Comparing Digital and Traditional Board Games.” Advances in Mechanical Engineering, vol. 8, no. 3, 2016.
Edwards R. “Improvement of a Social Gaming Checkout User Interface.” Proceedings of the Human Factors and Ergonomics Society 56th Annua.l Meeting, HFES 2012 Boston, MA, USA, 2012.
Roig-Maimó, Maria Francesca, et al. “A Robust Camera-Based Interface for Mobile Entertainment.” Sensors (14248220), vol. 16, no. 2, 2016.
User-Generated Content
Kim, Jin. “Interactivity, User-Generated Content and Video Game: An Ethnographic Study of Animal Crossing: Wild World.” Continuum, vol. 28, no. 3, 2014, pp. 357–370.
Garin M. “Super Mario, the New Silent Clown: Video Game Parodies As Transformative Comedy Tools.” International Journal of Cultural Studies, vol. 18, no. 3, 2015, pp. 305–309.
Schlinsog, Melinda J. “Endermen, Creepers, and Copyright: The Bogeymen of User-Generated Content in Minecraft.” Tulane Journal of Technology & Intellectual Property, vol. 16, Fall 2013, pp. 185–206.
Movies
Glas, René. “Vicarious Play: Engaging the Viewer in Let’s Play Videos.” Empedocles: European Journal for the Philosophy of Communication, vol. 5, no. 1/2, Jan. 2015, pp. 81–86.
Švelch Jan, and Švelch Jaroslav. “‘Definitive Playthrough’: Behind-The-Scenes Narratives in Let’s Plays and Streaming Content by Video Game Voice Actors.” New Media & Society, 2020.
Harwood, Tracy, et al. “Machinima: Extending Brand Reach.” Journal of Consumer Behaviour, vol. 14, no. 6, 2015, pp. 378–388.
Spectatorship
Graakjær, Nicolai Jørgensgaard. “‘Listen to the Atmosphere!’: On Spectator Sounds and Their Potentially Disruptive Role in a Football Simulation Video Game.” Soundtrack, vol. 11, no. 1/2, Jan. 2020, pp. 39–55.
Taylor, Nicholas Thiel. “Now You’re Playing with Audience Power: The Work of Watching Games.” Critical Studies in Media Communication, vol. 33, no. 4, Oct. 2016, pp. 293–307.
Wang, Mengdi, and Dong Li. “What Motivates Audience Comments on Live Streaming Platforms?” PLoS ONE, vol. 15, no. 4, Apr. 2020, pp. 1–12.
Cheating
Doherty S.M, et al. “An Analysis of Expressed Cheating Behaviors in Video Games.” Proceedings of the Human Factors and Ergonomics Society, 2014, pp. 2393–2396.
Willett, Sean, and Mél Hogan. “Cheating the Network: How Gamers Play the Infrastructure.” Canadian Journal of Communication, vol. 44, no. 3, July 2019, pp. 439–453.
Chen, Vivian Hsueh Hua, and Yuehua Wu. “Group Identification as a Mediator of the Effect of Players’ Anonymity on Cheating in Online Games.” Behaviour & Information Technology, vol. 34, no. 7, July 2015, pp. 658–667.
Moral Panic
Wright, Jennifer Cole, et al. “Imaginative Role-Playing As a Medium for Moral Development: Dungeons & Dragons Provides Moral Training.” Journal of Humanistic Psychology, vol. 60, no. 1, 2020, pp. 99–129.
Krcmar, Marina, and Drew P. Cingel. “Moral Foundations Theory and Moral Reasoning in Video Game Play: Using Real-Life Morality in a Game Context.” Journal of Broadcasting & Electronic Media, vol. 60, no. 1, Mar. 2016, pp. 87–103.
Markey, Patrick M., and Christopher J. Ferguson. “Teaching Us to Fear: The Violent Video Game Moral Panic and the Politics of Game Research.” American Journal of Play, vol. 10, no. 1, Fall 2017, pp. 99–115.
Nostalgia
Toft-Nielsen, Claus. “Going Home Again? Fan Nostalgia in Anticipation of World of Warcraft Classic.” MedieKultur: Journal of Media & Communication Research, vol. 35, no. 66, Jan. 2019, pp. 3–17.
Natterer, Kathrin. “How and Why to Measure Personal and Historical Nostalgic Responses Through Entertainment Media.” JMM: The International Journal on Media Management, vol. 16, no. 3/4, July 2014, pp. 161–180.
Loveday, Paula, and Jacqueline Burgess. “Flow and Pokémon GO: The Contribution of Game Level, Playing Alone, and Nostalgia to the Flow State.” E-Journal of Social & Behavioural Research in Business, vol. 8, no. 2, July 2017, pp. 16–28.
Archive
Sköld, Olle. “Understanding the ‘Expanded Notion’ of Videogames as Archival Objects: A Review of Priorities, Methods, and Conceptions.” Journal of the Association for Information Science & Technology, vol. 69, no. 1, Jan. 2018, pp. 134–145.
Shaw, Adrienne. “What’s next?: The LGBTQ Video Game Archive.” Critical Studies in Media Communication, vol. 34, no. 1, Mar. 2017, pp. 88–94.
Lee, Jin Ha, et al. “Empirical Evaluation of Metadata for Video Games and Interactive Media.” Journal of the Association for Information Science & Technology, vol. 66, no. 12, Dec. 2015, pp. 2609–2625.
Reflection
Fullerton, Tracy. “A Year at Play in the Woods of Walden Pond.” Art Journal, vol. 79, no. 2, Summer 2020, pp. 95–104.
Koski, Johannes. “Reflections of History: Representations of the Second World War in Valkyria Chronicles.” Rethinking History, vol. 21, no. 3, Sept. 2017, pp. 396–414.
Gualeni, Stefano. “The Experience Machine: Existential Reflections on Virtual Worlds.” Journal of Virtual Worlds Research, vol. 9, no. 3, Dec. 2016, pp. 1–10.
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