Daily Archives: June 25, 2013

Dissertation Works Cited

Next month I will be defending my dissertation. This means I have to send it off to my committee this week. So since I had to get my chapters all together and formatted, I thought I would go ahead and share my works cited in case anyone is interested:


Aarseth, Espen. 1997. Cybertext: Perspectives on Ergodic Literature. Baltimore: Johns Hopkins University Press.

———. 2001. “Computer Game Studies, Year One.” Game Studies. July. http://www.gamestudies.org/0101/editorial.html.

Albertson, Tim, and Stuart Selwood. 1998. “Rows, Isles or Peninsulas? An Analysis of Computer Laboratory Layouts in Schools.” New Zealand Journal of Applied Computing and Information Technology 2 (1): 82–89.

Auslander, Philip. 2008. Liveness: Performance in a Mediatized Culture. 2nd ed. London ; New York: Routledge.

———. 2012. “Digital Liveness: A Historico-Philosophical Perspective.” PAJ: A Journal of Performance and Art 34 (3) (August 27): 3–11. doi:10.1162/PAJJ_a_00106.

Barley, Stephen R. 1986. “Technology as an Occasion for Structuring: Evidence from Observations of CT Scanners and the Social Order of Radiology Departments.” Administrative Science Quarterly 31 (1) (March 1): 78–108.

Bauman, Richard. 1975. “Verbal Art as Performance.” American Anthropologist 77 (2): 290–311.

Boellstorff, Tom. 2008. Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. Princeton Univ Pr.

Bonilla-Silva, Eduardo. 2001. White Supremacy and Racism in the Post-Civil Rights Era. Boulder: Lynne Rienner Pub.

———. 2002. “The Linguistics of Color Blind Racism: How to Talk Nasty About Blacks Without Sounding ‘Racist’.” Critical Sociology 28 (1-2) (January 1): 41 –64. doi:10.1177/08969205020280010501.

Bourdon, Jérôme. 2000. “Live Television Is Still Alive: On Television as an Unfulfilled Promise.” Media, Culture & Society 22 (5) (September 1): 531–556. doi:10.1177/016344300022005001.

Bowery, Jim. 2008. “Spasim (1974) The First First-Person-Shooter 3D Multiplayer Online Game.” December 30. http://www.oocities.com/jim_bowery/spasim.html.

Bruckman, Amy, and Mitchel Resnick. 1995. “The MediaMOO Project.” Convergence: The International Journal of Research into New Media Technologies 1 (1) (March 1): 94 –109. doi:10.1177/135485659500100110.

Bruner, Edward M. 1963. “Encounters: Two Studies in the Sociology of Interaction. Erving Goffman.” American Anthropologist 65 (6): 1416–1417.

Butler, Judith. 2003. “Performative Acts and Gender Constitution: An Essay In Phenomenology and Feminist Theory.” In The Feminism and Visual Culture Reader, edited by Amelia Jones, 392–402. New York: Routledge.

BXBomber. 2004. “X-Band (SNES) FAQ.” June 17. http://www.gamefaqs.com/snes/588872-x-band/faqs/30773.

Chan, Dean. 2010. “Dead-in-Iraq: The Spatial Politics of Digital Game Art Activism and the In-Game Protest.” In Joystick Soldiers: The Politics of Play in Military Video Games, edited by Nina Huntemann and Matthew Thomas Payne, 272–286. New York: Routledge.

Colley, Steve. 2006. “Steve Colley’s Story of the Original Maze.” DigiBarn Computer Museum. February 18. http://www.digibarn.com/history/04-VCF7-MazeWar/stories/colley.html.

Connell, R. W. 1987. Gender and Power: Society, the Person and Sexual Politics. Stanford University Press. http://www.amazon.ca/exec/obidos/redirect?tag=citeulike09-20&path=ASIN/0804714304.

———. 2005. Masculinities. Second. Berkeley: University of California Press. http://www.ucpress.edu/book.php?isbn=9780520246980.

Connell, R. W., and James W. Messerschmidt. 2005. “Hegemonic Masculinity: Rethinking the Concept.” Gender Society 19 (6): 829–859.

Conroy, David, Peta Wyeth, and Daniel Johnson. 2012. “Spotting the Difference: Identifying Player Opponent Preferences in FPS Games.” In Entertainment Computing – ICEC 2012, edited by Marc Herrlich, Rainer Malaka, and Maic Masuch, 7522:114–121. Lecture Notes in Computer Science. Springer Berlin Heidelberg. http://dx.doi.org/10.1007/978-3-642-33542-6_10.

Consalvo, Mia. 2007. Cheating: Gaining Advantage in Videogames. Cambridge, Mass.: MIT Press.

Crogan, Patrick, and Espen Aarseth. 2003. “Games, Simulation & Serious Fun: An Interview With Espen Aarseth.” SCAN | Journal of Media Arts Culture. May 16. http://scan.net.au/scan/journal/display.php?journal_id=20.

Curtis, Pavel. 1992. “Mudding: Social Phenomena in Text-Based Virtual Realities.” In Proceedings of Directions and Implications of Advanced Computing (DIAC’92) Symposium. California. http://w2.eff.org/Net_culture/MOO_MUD_IRC/curtis_mudding.article.

Daleske, John, and Gary Fritz. 2008. “How Empire Came to Be.” PLATO Empire — Timeline. http://www.daleske.com/plato/empire.php.

Dibbell, Julian. 1993. “A Rape in Cyberspace.” Village Voice. December 23. http://www.villagevoice.com/2005-10-18/specials/a-rape-in-cyberspace/.

Donovan, Tristan. 2010. Replay: the History of Video Games. East Sussex  England: Yellow Ant.

DR_Bone. 1997. “John Carmack InterviewBy DR.” Blues News. January 8. http://www.bluesnews.com/articles/carmackinterview.html.

Ducheneaut, Nicolas, Robert J. Moore, and Eric Nickell. 2007. “Virtual ‘third Places’: A Case Study of Sociability in Massively Multiplayer Games.” Computer Supported Cooperative Work: The Journal of Collaborative Computing 16 (1) (February): 129–166.

Dyer, Richard. 1997. White: Essays on Race and Culture. New York: Routledge.

Erard, Michael. 2004. “2 Decades Later; Let Down by Academia, Game Pioneer Changed Paths – New York Times.” New York Times. May 6. http://www.nytimes.com/2004/05/06/technology/2-decades-later-let-down-by-academia-game-pioneer-changed-paths.html.

Eskelinen, Markku. 2001. “The Gaming Situation.” Gamestudies.org. July. http://www.gamestudies.org/0101/eskelinen/.

Feagin, Joe R. 2006. Systemic Racism: A Theory of Oppression. New York: Routledge.

Feagin, Joe R. 2010. The White Racial Frame: Centuries of Racial Framing and Counter-Framing. New York: Routledge.

Folkestad, James, and James Banning. 2009. “Promoting Collaboration: The Physical Arrangement of Library Computers.” Library Hi Tech News 26 (1/2): 18–19. doi:10.1108/07419050910966490.

Frasca, Gonzalo. 1999. “Ludology Meets Narratology:  Similitude and Differences Between (Video)Games and Narrative.” Ludology.org. http://www.ludology.org/articles/ludology.htm.

———. 2001. “What Is Ludology? A Provisory Definition.” Ludology.org. July 8. http://www.ludology.org/2001/07/what-is-ludolog.html.

———. 2003. “What Is This Ludology Thing After All?” Ludology.org. April 2. http://replay.web.archive.org/20061014195516/http://ludology.org/article.php?story=200304021240471.

Gabbard, Ralph, Anthony Kaiser, and David Kaunelis. 2007. “Redesigning a Library Space for Collaborative Learning.” Computers in Libraries 27 (5) (May): 6–11.

Gajadhar, B. J., Y. A. W. de Kort, W. A. IJsselsteijn, and K. Poels. 2009. “Where Everybody Knows Your Game: The Appeal and Function of Game Cafés in Western Europe.” In Proceedings of the International Conference on Advances in Computer Enterntainment Technology, 28–35. Athens, Greece: ACM.

Gajadhar, Brian, Yvonne de Kort, and Wijnand IJsselsteijn. 2008. “Influence of Social Setting on Player Experience of Digital Games.” In CHI’08 Extended Abstracts on Human Factors in Computing Systems, 3099–3104. ACM.

Gajadhar, Brian J., Yvonne AW de Kort, and Wijnand A. Ijsselsteijn. 2008. “Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting.” In Fun and Games, 106–117. Springer.

Gettler, Joe. 2008. “The First Video Game?: Before ‘Pong,’ There Was ‘Tennis For Two’.” September 18. http://www.bnl.gov/bnlweb/history/higinbotham.asp.

Goffman, Erving. 1961. Encounters: Two Studies in the Sociology of Interaction. Macmillan Pub Co.

———. 1966. Behavior in Public Places: Notes on Teh Social Organization of Gatherings. New York: Free Press.

———. 1979. “Footing.” Semiotica 25 (1-2): 1–30.

———. 1990. The Presentation of Self in Everyday Life. New York [N.Y.]: Doubleday.

Goldsmith, Jr., Thomas T., and Estele Ray Mann. “Cathode-Ray Tube Amusement Device”. New Jersey. http://www.google.com/patents?id=n-NZAAAAEBAJ&zoom=4&dq=Cathode%20ray%20tube%20amusement%20device&pg=PA3#v=onepage&q=Cathode%20ray%20tube%20amusement%20device&f=false.

Good, Owen. 2011. “Well, That’s One Way to Combat Misogyny in Gaming.” Kotaku. July 23. http://kotaku.com/5824084/well-thats-one-way-to-combat-misogyny-in-gaming.

Griffiths, Mark D., Mark NO Davies, and Darren Chappell. 2004. “Online Computer Gaming: A Comparison of Adolescent and Adult Gamers.” Journal of Adolescence 27 (1): 87–96.

Guadagno, Rosanna E., Jim Blascovich, Jeremy N. Bailenson, and Cade Mccall. 2007. “Virtual Humans and Persuasion: The Effects of Agency and Behavioral Realism.” Media Psychology 10 (1): 1–22.

Gusa, Diane Lynn. 2010. “White Institutional Presence: The Impact of Whiteness on Campus Climate.” Harvard Educational Review 80 (4) (December 1): 464–490.

Heeter, Carrie. 1992. “Being There: The Subjective Experience of Presence.” Presence: Teleoperators and Virtual Environments 1 (2): 262–271.

Horowitz, Ken. 2006. “Disconnected: The TeleGenesis Modem.” Sega 16. November 10. http://www.sega-16.com/2006/11/disconnected-the-telegenesis-modem/.

Horst, Heather, and Daniel Miller. 2006. The Cell Phone: An Anthropology of Communication. New York: Berg Publishers.

“How to Connect Xbox 360 Consoles Together for System Link Play.” 2012. Xbox. March 1. http://support.xbox.com/en-US/xbox-360/settings-and-initial-setup/connect-xbox-360-consoles-together-for-system-link-play-910583.

“Intel Bans Doom!” 1994. Computer Gaming World, March.

Ipsos MediaCT. 2012. “2012 Essential Facts About the Computer and Video Game Industry.” http://www.theesa.com/facts/pdfs/ESA_EF_2012.pdf.

Iverson, Andrew. 2010. “Utilikilts Original Black Front.” Flickr. July 29. http://www.flickr.com/photos/tfangel/4841089597/.

Jennings, James. 2008. “Tokenism.” In Encyclopedia of Race and Ethnic Studies, edited by Ernest Cashmore, 421–422. London; New York: Routledge.

Jenson, Jennifer, and Suzanne de Castell. 2010. “Gender, Simulation, and Gaming: Research Review and Redirections.” Simulation & Gaming 41 (1): 51–71.

Jonsson, Fatima. 2010. “A Public Place of Their Own. A Fieldstudy of a Game Café as a Third Place.” In Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players. Stockholm. http://www.digra.org:8080/Plone/dl/display_html?chid=10343.02436.pdf.

Jonsson, Fatima, and Harko Verhagen. 2011a. “Senses Working Overtime: On Sensuous Experiences and Public Computer Game Play.” In Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 56. ACM.

———. 2011b. “Sensing Game Play. Exploring Computer Game Play in a Game Café and a Mass Lan Party.” In Computer Games (CGAMES), 2011 16th International Conference On, 134–141. IEEE.

Kendall, Lori. 1999. “Nerd Nation.” International Journal of Cultural Studies 2 (2): 260 –283. doi:10.1177/136787799900200206.

———. 2002. Hanging Out in the Virtual Pub: Masculinities and Relationships Online. Berkeley: Univ of California Press.

Kent, Steven L. 2001. The Ultimate History of Video Games. Prima Publishing.

Klepek, Patrick. 2912. “When Passions Flare, Lines Are Crossed.” Giant Bomb. February 28. http://www.giantbomb.com/news/when-passions-flare-lines-are-crossed-updated/4006/.

Klevjer, Rune. 2002. “In Defense of Cutscenes.” In Computer Games and Digital Cultures Conference Proceedings, 191–202. Tampere, Finland: Tampere University Press. http://www.digra.org/dl/display_html?chid=05164.50328.pdf.

Koster, Raph. 2002. “Online World Timeline.” Raph Koster’s Website. February 20. http://www.raphkoster.com/gaming/mudtimeline.shtml.

Levy, Donald P. 2007. “Hegemonic Masculinity.” Edited by George Ritzer. Blackwell Encyclopedia of Sociology. Blackwell Publishing. Blackwell Reference Online. http://www.blackwellreference.com/subscriber/tocnode?id=g9781405124331_chunk_g978140512433114_ss1-22.

Lewis, Amanda E. 2003. Race in the Schoolyard:  Negotiating the Color Line in Classrooms and Communities. New Brunswick, NJ, USA: Rutgers University Press. http://site.ebrary.com/lib/iub/docDetail.action?docID=10075353.

———. 2004. “‘What Group?’ Studying Whites and Whiteness in the Era of ‘Color-Blindness’.” Sociological Theory 22 (4): 623–646. doi:10.1111/j.0735-2751.2004.00237.x.

Lipsitz, George. 1998. The Possessive Investment in Whiteness: How White People Profit from Identity Politics. Philadelphia: Temple University Press.

Liu, Fengshu. 2009. “It Is Not Merely About Life on the Screen: Urban Chinese Youth and the Internet Cafe.” Journal of Youth Studies 12 (2) (April): 167–184. doi:10.1080/13676260802590386.

Livingstone, Sonia. 2008. “Taking Risky Opportunities in Youthful Content Creation: Teenagers’ Use of Social Networking Sites for Intimacy, Privacy and Self-expression.” New Media & Society 10 (3): 393–411.

Marable, Manning. 2002. “Whither Whiteness?: The Souls of White Folks.” Souls 4 (4): 45–51. doi:10.1080/10999940216618.

Marcotte, Amanda. 2012. “Online Misogyny Reflects Women’s Realities, Though in a Cruder Way Than Is Customary Offline.” June 13. http://www.slate.com/blogs/xx_factor/2012/06/13/online_misogyny_reflects_women_s_realities_though_in_a_cruder_way_than_is_customary_offline_.html.

Martin, Hayley. 2010. “How Social Context Affects Levels of Immersion: Does Physical Presence Matter?” Unpublished Master of Science Dissertation, University College London.

Meadows, Linda K. 1985. “Ethnography of a Video Arcade: A Study of Children’s Play Behavior and the Learning Process.” Unpublished Dissertation, The Ohio State University.

Mears, Ashley. 2011. Pricing Beauty: The Making of a Fashion Model. Berkeley: University of California Press.

Mills, Charles Wade. 1997. The Racial Contract. Cornell University Press.

Morris, Edward W. 2007. “Researching Race: Identifying a Social Construction through Qualitative Methods and an Interactionist Perspective.” Symbolic Interaction 30 (3) (August): 409–425. doi:10.1525/si.2007.30.3.409.

Morse, Margaret. 1998. Virtualities: Television, Media Art, and Cyberculture. Theories of Contemporary Culture v. 21. Bloomington: Indiana University Press.

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Neff, Gina, Tim Jordan, and Joshua McVeigh-Schulz. 2012. “Affordances, Technical Agency, and the Politics of Technologies of Cultural Production.” Culture Digitally. http://culturedigitally.org/2012/01/affordances-technical-agency-and-the-politics-of-technologies-of-cultural-production-2/.

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———. 1999. The Great Good Place. second. Marlowe & Company.

———. 2003. “Third Places.” Edited by Karen Christensen and David Levinson. Encyclopedia of Community: From the Village to the Virtual World. Sage Publications, Inc.

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Ravaja, Niklas, Timo Saari, Marko Turpeinen, Jari Laarni, Mikko Salminen, and Matias Kivikangas. 2006. “Spatial Presence and Emotions During Video Game Playing: Does It Matter with Whom You Play?” Presence: Teleoperators and Virtual Environments 15 (4): 381–392.

Salter, Anastasia, and Bridget Blodgett. 2012. “Hypermasculinity & Dickwolves: The Contentious Role of Women in the New Gaming Public.” Journal of Broadcasting & Electronic Media 56 (3) (July): 401–416. doi:10.1080/08838151.2012.705199.

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Serenity1024. 2011. “Denied Access To a LAN: ‘We No Longer Allow Women to Attend This Event’.” July 22. http://www.reddit.com/r/TwoXChromosomes/comments/ixe2t/denied_access_to_a_lan_we_no_longer_allow_women/?sort=old.

Sherry, John L., Kristen Lucas, Bradley S. Greenberg, and Ken Lachlan. 2006. “Video Game Uses and Gratifications as Predictors of Use and Game Preference.” Playing Video Games: Motives, Responses, and Consequences: 213–224.

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