The Intentionally Selective and Incomplete Bibliography of Play and Video Games
by Christian Sandvig ( csandvig@uiuc.edu ) and David Brandon ( brandon@ks.uiuc.edu )
University of Illinois at Urbana-Champaign
Version 1 (24 January 2003)
Suggestions for additions to this bibliography are very welcome, as are links to other bibliographies! Use the form at the bottom of this page.
The Intentionally Selective and Incomplete Bibliography of Play and Video Games
Sections:
Children and Play, Children and Video Games
Education and Play, Education and Video Games
Children and Play, Children and Video Games
Piaget, J. (1962). Play, Dreams, and Imitation in Childhood (C. Gattegno & F. M. Hodgson, Trans.). New York : Norton.
Roe, K., & Muijs, D. (1998). Children and Computer Games: A Profile of the Heavy User. European Journal of Communication, 13 (2), 181-200.
Sutton-Smith, B. (1966). Piaget on Play: A Critique. Psychological Review, 73 (1), 104-110.
Turkle, S. (1984). Video Games and Computer Holding Power. In S. Turkle (Ed.), The Second Self: Computers and the Human Spirit (pp. 64-92). New York: Simon & Schuster.
Culture of Video Games
Brand, S. (1972, 7 December). Spacewar: Fanatic Life and Symbolic Death Among the Computer Bums. Rolling Stone .
Castronova, E. (2001). Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier (No. 618). Munich, Germany: CESifo Working Papers.
Dibbell, J. (1999). A Rape in Cyberspace: How an Evil Clown, a Haitian Trickster Spirit, Two Wizards, and a Cast of Dozens Turned a Database Into a Society. Imaginary Realities, 2 (4).
Morris, S. (1999). Online Gaming Culture: An Examination of Emerging Forms of Production and Participation in Multiplayer First-Person-Shooter Gaming . Retrieved December 10, 2002, from http://www.gamegirlz.com/articles/quakewomen.shtml
Schleiner, A.-M. (1999). Parasitic Interventions: Game Patches and Hacker Art .Unpublished manuscript.
Design of Video Games
Bartle, R. (1997). Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. The Journal of Virtual Environments, 1 (1).
Choi, D., Kim, H., & Kim, J. (1999). Toward the construction of fun computer games: differences in the views of developers and players. Personal Technologies, 3 (3), 92-104.
Day, G. (2001). Online games: crafting persistent-state worlds. Computer, 34 (10), 111-112.
Dodsworth, C., Jr. (Ed.). (1998). Digital Illusion: Entertaining the Future With High Technology . New York: Association for Computing Machinery Press.
Exon, M. (2000). The next level. Design Week., 15 (3), 22-24.
Galvao, J., Martins, P., & Gomes, M. (2000, 10-13 December). Modeling reality with simulation games for a cooperative
Goldsmith, M. (2000). A glimpse of the future. T3, 46 , 50-64.
Modi, H. (2000). Driven. CGI - Computer Generated Imaging, 5 (10), 50-53.
Plant, M. (2000). Nerves of steal. CGI - Computer Generated Imaging, 5 (11), 74-75.
Sedbrook, T. A. (1998). Visual-interactive business games: design and pedagogical effects. Journal of Computer Information Systems, 38 (4), 33-40.
Wilson, R. (2000). New loading... Creative Review, 20 (7), 56-57.
Education and Play, Education and Video Games
Amory, A., Naicker, K., Vincent, J., & Adams, C. (1999). The Use of Computer Games as an Educational Tool: Identification of Appropriate Game Types and Game Elements. British Journal of Educational Technology, 30 (4), 311-321.
Berson, M. J. (1996). Effectiveness of Computer Technology in the Social Studies: A Review of the Literature. Journal of Research in Computing in Education, 28 (4), 486-499.
Christopher, E. M. (1999). Simulations and Games as Subversive Activities. Simulation & Gaming, 30 (4), 441-455.
Din, F. S., & Calao, J. (2001). The effects of playing educational video games on kindergarten achievement. Child Study Journal, 31 (2), 95-102.
Kaptelinin, V., & Cole, M. (2001). Individual and collective activities in educational computer game playing. In T. Koschmann & R. Hall (Eds.), CSCL 2 carrying forward the conversation. Computers, cognition, and work (pp. 303-316). Mahwah: Lawrence Erlbaum Associates.
Malone, T. W. (1981). Toward a Theory of Intrinsically Motivating Instruction. Cognitive Science, 4 , 333-369.
Mayer, R. E., Schustack, M. W., & Blanton, W. E. (1999). What Do Children Learn from Using Computers in an Informal, Collaborative Setting? Educational Technology, 39 (2), 27-31.
Randel, J. M. (1992). The Effectiveness of Games for Educational Purposes: A Review of Recent Research. Simulation & Gaming, 23 (3), 261-276.
Subrahmanyam, K., Greenfield, P., Kraut, R., & Gross, E. (2001). The impact of computer use on children's and adolescents' development. . Journal of Applied Developmental Psychology, 22 (1), 7-30.
Wolfe, J. (1997). The Effectiveness of Business Games in Strategic Management Course Work. Simulation & Gaming, 28 (4), 360-376.
Gambling
Abt, V., Smith, J. F., & Christiansen, E. M. (1985). The Business of Risk: Commercial Gambling in Mainstream America. In. Lawrence, Kansas: University Press of Kansas.
Griffiths, M. D., & Parke, J. (2002). The social impact of Internet gambling. Social Science Computer Review, 20 (3), 312-320.
Gender and Video Games
Bartholow, B. D., & Anderson, C. A. (2002). Effects of Violent Video Games on Aggressive Behavior: Potential Sex Differences. Journal of Experimental Social Psychology, 38 , 283-290.
Cassell, J., & Jenkins, H. (1998). Chess for Girls? Feminism and Computer Games. In J. Cassell & H. Jenkins (Eds.), From Barbie to Mortal Kombat (pp. 2-45). Cambridge: MIT Press.
Cassell, J., & Jenkins, H. (1998). From Barbie to Mortal Kombat: Gender and computer games . Cambridge: The MIT Press.
Jenkins, H. (1998). "Complete Freedom of Movement": Video Games as Gendered Play Spaces. In J. Cassell & H. Jenkins (Eds.), From Barbie to Mortal Kombat (pp. 262-297). Cambridge: MIT Press.
Play Industry
DeMaria, R., & Wilson, J. L. (2002). High Score! The Illustrated History of Electronic Games . Berkeley, CA: Osborne McGraw-Hill.
Kent, S. L. (2001). The Ultimate History of Video Games . Roseville, CA: Prima.
King, L. (Ed.). (2002). Game On: The History and Culture of Videogames . New York: Universe.
Lenoir, T. (2000). All But War is Simulation: The Military-Entertainment Complex. Configurations, 8 (3), 289-335.
Pierce, M. S. (1998). Coin-Op: The Life. In C. Dodsworth, Jr. (Ed.), Digital Illusion: Entertaining the Future with High Technology (pp. 443-461). New York: Association for Computing Machinery Press.
Interactivity
Downes, E. J., & McMillan, S. J. (2000). Defining Interactivity: A Qualitative Identification of Key Dimensions. New Media & Society, 2 (2), 157-179.
Jensen, J. F. (1998). 'Interactivity': Tracking a New Concept in Media and Communication Studies. Nordicom Review, 19 (1), 185-204.
Rafaeli, S. (1988). Interactivity: From New Media to Communication. In R. P. Hawkins, J. M. Wiemann & S. Pingree (Eds.), Advancing communication science: Merging mass and interpersonal processes (Vol. 16). Newbury Park, CA: Sage.
Schwartz, H. (1998). Inter.Act.Exeunt: Are Computer Games Interactive? The Communication Review, 2 (4), 523-531.
(Other) Media and Play
Bolter, J. D., & Grusin, R. (1999). Remediation: Understanding New Media . Cambridge: MIT Press.
Glasser, T. L. (1982). Play, Pleasure, and the Value of Newsreading. Communication Quarterly, 30 (2), 101-107.
Glasser, T. L. (2000). Play and the Power of News. Journalism, 1 (1), 23-29.
Reid, L. N., & Frazer, C. F. (1980). Television at Play. Journal of Communication, 30 (4), 66-73.
Silverstone, R. (1999). Play. In R. Silverstone (Ed.), Why Study the Media? (pp. 59-67). London: Sage.
Singer, J. L., & Singer, D. G. (1976). Can TV Stimulate Imaginative Play? Journal of Communication, 26 (3), 74-80.
Stephenson, W. (1964). The Ludenic Theory of Newsreading. Journalism Quarterly, 41 (3), 367-374.
Theories of Play
Anchor, R. (1978). History and Play: Johan Huizinga and His Critics. History & Theory, 17 (1), 63-93.
Callois, R. (2001). Man, Play and Games (M. Barash, Trans.). Chicago: University of Illinois Press.
Csikszentmihalyi, M., & Bennett, S. (1971). An Exploratory Model of Play. American Anthropologist, 73 (1), 45-58.
Danet, B. (2001). Cyberplay: Communicating Online . New York: Berg.
Gadamer, H.-G. (1998). Play as the Clue to Ontological Explanation (J. Weinsheimer & D. G. Marshall, Trans.). In H.-G. Gadamer (Ed.), Truth and Method (2nd ed., pp. 101-134). New York: Continuum.
Geertz, C. (1973). Deep Play: Notes on the Balinese Cockfight. In C. Geertz (Ed.), The Interpretation of Cultures (pp. 412-453). New York: Basic Books.
Giddens, A. (1964). Notes on the Concepts of Play and Leisure. The Sociological Review, 12 (1), 73-89.
Goffman, E. (1961). Fun in Games. In E. Goffman (Ed.), Encounters: Two Studies in the Sociology of Interaction (pp. 15-81). Indianapolis, IN: Bobbs-Merrill.
Hearn, F. (1976-1977). Toward a Critical Theory of Play. Telos, 30 , 145-160.
Huizinga, J. (1950). Homo Ludens: A Study of the Play Element in Culture . Boston: Beacon Press.
Loftus, G. R., & Loftus, E. F. (1983). Mind at Play: The Psychology of Video Games . New York: Basic Books.
Miller, S. (1973). Ends, Means, and Galumphing: Some Leitmotifs of Play. American Anthropologist, 75 (1), 87-98.
Omvedt, G. (1966). Play as an Element of Social Life. Berkeley Journal of Sociology, 11 , 1-13.
Roberts, J. M., Arth, M. J., & Bush, R. R. (1959). Games in Culture. American Anthropologist, 61 , 597-605.
Rubin, K. H. (1982). Early Play Theories Revisited: Contributions to Contemporary Research and Theory. Contributions to Human Development, 6 , 4-14.
Stephenson, W. (1988). The Play Theory of Mass Communication (rev. ed.). New Brunswick, NJ: Transaction Books.
Sutton-Smith, B. (1997). The Ambiguity of Play . Cambridge: Harvard University Press.
Veblen, T. (1945). The Theory of the Leisure Class . New York.
Regulation of Video Games
Beard, J. J. (2001). Clones, Bones, and Twilight Zones: Protecting the Digital Persona of the Quick, the Dead, and the Imaginary. Berkeley Technology Law Journal, 16 (3).
Funk, J. B., Flores, G., Buchman, D. D., & Germann, J. N. (1999). Rating electronic games: Violence is in the eye of the beholder. Youth & Society, 30 (3), 283-312.
Simulation as Play
Friedman, T. (1999). The Semiotics of SimCity. First Monday, 4 (4).
Starr, P. (1994). Seductions of Sim: Policy as a Simulation Game. The American Prospect, 17 , 19-29.
Turkle, S. (1995). The Triumph of Tinkering. In S. Turkle (Ed.), Life on the Screen: Identity in the Age of the Internet (pp. 50-73). New York: Simon & Schuster.
Violence and Video Games
Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12 (5), 353-359.
Bensley, L. V. E., Juliet. (2001). Video games and real-life aggression: Review of the literature. Journal of Adolescent Health, 29 (4), 244-257.
Fleming, M. J., & Rickwood, D. J. (2001). Effects of violent versus nonviolent video games on children's arousal, aggressive mood, and positive mood. Journal of Applied Social Psychology, 31 (10), 2047-2071.
Funk, J., Hagan, J., & Schimming, J. (1999). Children and electronic games: A comparison of parents' and children's perceptions of children's habits and preferences in a United States sample. Psychological Reports, 85 (3), 883-888.
Funk, J. B., Hagan, J., Schimming, J., Bullock, W. A., Buchman, D. D., & Myers, M. (2002). Aggression and psychopathology in adolescents with a preference for violent electronic games. Aggressive Behavior, 28 (2), 134-144.
Goldstein, J. H. (1998). Immortal Kombat: War Toys and Violent Video Games. In J. H. Goldstein (Ed.), Why we watch: The attractions of violent entertainment (pp. 53-68). New York: Oxford University Press.
Goldstein, J. H. (1998). Why we watch: The attractions of violent entertainment . New York: : Oxford University Press.
Griffiths, M. (1999). Violent video games and aggression: A review of the literature. Aggression & Violent Behavior, 4 (2), 283-290.
Grodal, T. (2000). Video games and the pleasures of control. In D. Zillmann & P. Vorderer (Eds.), Media entertainment: The psychology of its appeal. LEA's communication series. (pp. 197-213). Mahwah: Lawrence Erlbaum Associates.
Grossman, D. (2000). Teaching Kids to Kill. In R. S. Moser & C. E. Frantz (Eds.), Shocking Violence: Youth Perpetrators and Victims (pp. 17-32). Springfield, IL: Charles C. Thomas.
Sherry, J. L. (2001). The effects of violent video games on aggression: A meta-analysis. Human Communication Research, 27 (3), 409-431.
Sparks, G. G., & Sparks, C. W. (2002). Effects of media violence. In J. Bryant & D. Zillmann (Eds.), Media effects: Advances in theory and research (2nd ed.). LEA's communication series. (Second ed., pp. 269-285). Mahwah: Lawrence Erlbaum Associates.
Thompson, K. M., & Haninger, K. (2001). Violence in E-rated video games. Jama: Journal of the American Medical Association, 286 (5), 591-598.
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