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.) 

You can also check out my curated lists here on Bookshop.org for more resources!
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I apologize for the formatting. Blogger isn't the best when it comes to MLA formatting.


"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.

Brown, Melissa Shani, and Nichola Lucy Partridge. “‘Strangely Like a Person’: Cole and the Queering of Asexuality in Dragon Age: Inquisition.” Sexuality & Culture : An Interdisciplinary Journal, 2021, pp. 1005–1024, https://doi.org/10.1007/s12119-020-09806-5.

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.

Consalvo, Mia, et. al. Real Games: What's Legitimate and What's Not in Contemporary Videogames. Boston: The MIT Press, 2019. 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>.

Elisabeta, Toma. “Powerful Elderly Characters in Video Games: Flemeth of Dragon Age.” Journal of Comparative Research in Anthropology and Sociology, 2015, pp. 51–65.

Etchells, Pete. Lost in a Good Game. Icon Books, 2019. Print.

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.

Green, Amy M. Posttraumatic Stress Disorder, Trauma, and History in Metal Gear Solid V. Palgrave Macmillan, 2017. Print.

Green, Amy M. Storytelling in Video Games: The Art of the Digital Narrative. McFarland & Company, 2017. 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.

Hansen, Dustin. Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More. Square Fish, 2019. Print.

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

Holmes, Dylan. A Mind Forever Voyaging: A History of Storytelling in Video Games. CreateSpace Independent Publishing, 2012. Print.

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

Jørgensen, Kristine. “Game Characters As Narrative Devices. a Comparative Analysis of Dragon Age: Origins and Mass Effect 2.” Eludamos, 2010.

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.

Kapell, Matthew Wilhelm. The Play Versus Story Divide in Game Studies. McFarland & Company, 2015. Print.

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.

López-Valero, Amando, et al. “Digital Competence and Literacy: Developing New Narrative Formats. the «dragon Age: Origins» Videogame.” Comunicar, 2011, pp. 165–171, https://doi.org/10.3916/C36-2011-03-08.

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

Markey, Patrick M. et. al. Moral Combat: Why the War on Violent Video Games Is Wrong. BenBella Books, 2017. Print.

McNeely, Andrew. “Cardinal Gaming: Conceptions of Religion in Dragon Age: Inquisition, Diablo Iii, and Dante’s Inferno.” The Journal of Religion and Popular Culture, 2020, pp. 85–98, https://doi.org/10.3138/jrpc.2017-0022.

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

Murray, Janet H. Hamlet on the Holodeck, updated edition: The Future of Narrative in Cyberspace. MIT Press, 2017. 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.

Navarro-Remesal, V. “Gender, Sex and Romance in Role Playing Video Games: Dragon’s Dogma, Fable Iii and Dragon Age: Inquisition.” Catalan Journal of Communication and Cultural Studies, V10 N2 (2019 10 01): 177-191, 2019, https://doi.org/10.1386/CJCS.10.2.177_1.

Palmour, Robert, "Video Games are Where the Detective Story Has Always Belonged: The Progression of Detective Stories into Video Games" (2021). English MA Theses. 8.

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.

Paul, Christopher A. The Toxic Meritocracy of Video Games. Univ Of Minnesota Press, 2018. 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/

Ruberg, Bonnie. The Queer Games Avant-Garde: How LGBTQ Game Makers Are Reimagining the Medium of Video Games. Duke University Press, 2020. Print.

Ruberg, Bonnie. Video Games Have Always Been Queer. NYU Press, 2019. Print.

Ryan, Marie-Laure. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Johns Hopkins University Press, 2001. Print.

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

Shaw, Adrienne. Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture. Univ Of Minnesota Press, 2015. Print.

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

Stang, Sarah. “The Broodmother As Monstrous-Feminine—abject Maternity in Video Games.” Nordlit: Tidsskrift I Litteratur Og Kultur, N42 (20191101), 2019.

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.