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The Literature on Video Games (August 2022): Works Cited

By William McNelis

Works Cited

52 Ready-to-Use Gaming Programs for Libraries, ed. by Ellyssa Kroski. ALA Editions, 2020.

Allgeier, Brian. Directing Video Games: 101 Tips for Creative Leaders. Illusion Road, 2017.

Anthropy, Anna. Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-Outs, Queers, Housewives, and People Like You Are Taking Back an Art Form. Seven Stories, 2012.

Avedon, Elliott M., and Brian Sutton-Smith. The Study of Games. J. Wiley, 1971.

Before the Crash: Early Video Game History, ed. by Mark J. P. Wolf. Wayne State, 2012.

Bissell, Tom. Extra Lives: Why Video Games Matter. Pantheon, 2010 (CH, Mar’11, 48-3687).

 “Boss Fight Books.” [series]. Boss Fight Books, 2013-.

Bradley-Tschirgi, Mat. Simply the Best: Interviews with Video Game Designers, Composers, and Scofflaws. Moon Books, 2020.

Brown, Box. Tetris: The Games People Play. Self-Made Hero, 2016.

Caillois, Roger. Man, Play, and Games, tr. from French by Meyer Barash. Free Press of Glencoe, 1961; reprint, Illinois, 2001.

The Cambridge Companion to Video Game Music, ed. by Melanie Fritsch and Tim Summers. Cambridge, 2021 (CH, Aug’22, 59-3432)

Collins, Karen. Playing with Sound: A Theory of Interacting with Sound and Music in Video Games. MIT, 2013 (CH, Sep’13, 51-0321).

Cunningham, Carolyn. Games Girls Play: Contexts of Girls and Video Games. Lexington, 2018 (CH, Dec’18, 56-1586).

Debugging Game History: A Critical Lexicon, ed. by Henry Lowood and Raiford Guins. MIT, 2016 (CH, Mar’17, 54-3271).

Ervin, Andrew. Bit by Bit: How Video Games Transformed Our World. Basic Books, 2017 (CH, Nov’17, 55-1068).

Fernández-Vara, Clara. Introduction to Game Analysis. Routledge, 2015; 2nd ed., 2019 (CH, Aug’19, 56-4727).

Gaming Representation: Race, Gender, and Sexuality in Video Games, ed. by Jennifer Malkowski and Treaandrea M. Russworm. Indiana, 2017.

Garriott, Richard, and David Fisher. Explore/Create: My Life in Pursuit of New Frontiers, Hidden Worlds, and the Creative Spark. HarperCollins, 2017.

Geissinger, Eric. Gamer Nation: The Rise of Modern Gaming and the Compulsion to Play Again. Prometheus, 2018 (CH, Apr’19, 56-3226).

Global eSports: Transformation of Cultural Perceptions of Competitive Gaming, ed. by Dal Yong Jin. Bloomsbury, 2021.

Grossman, Dave, and Kristine Paulsen. Assassination Generation: Video Games, Aggression, and the Psychology of Killing. Little, Brown, 2016.

Handbook of Computer Game Studies, ed. by Joost Raessens and Jeffrey Goldstein. MIT, 2005.

Harris, Blake J. Console Wars: Sega, Nintendo, and the Battle that Defined a Generation. It Books, 2014.

A History of Video Games in 64 Objects, by World Video Game Hall of Fame. Dey Street, 2018.

Huizinga, Johan. Homo Ludens: A Study of the Play Element in Culture. Eng. translation, Routledge, 1949.

Isbister, Katherine. How Games Move Us: Emotion by Design. MIT, 2016 (CH, Dec’16, 54-1570).

Jagoda, Patrick. Experimental Games: Critique, Play, and Design in the Age of Gamification. Chicago, 2020 (CH, Dec’21, 59-0958).

Johnson, Steven. Everything Bad Is Good for You: How Today’s Popular Culture Is Actually Making Us Smarter. Riverhead, 2006.

Kent, Steven L. Ultimate History of Video Games, v.1: From Pong to Pokémon: The Story behind the Craze That Touched Our Lives and Changed the World. Three Rivers Press, 2001.

___. Ultimate History of Video Games, v.2: Nintendo, Sony, Microsoft, and the Billion-Dollar Battle to Shape Modern Gaming. Crown, 2021.

Koster, Raph. A Theory of Fun for Game Design. Paraglyph Press, 2005; 2nd ed., O’Reilly Media, 2014.

Kushner, David. Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture. Random House, 2003.

Loftus, Geoffrey R., and Elizabeth F. Loftus. Mind at Play: The Psychology of Video Games. Basic Books, 1983.

Meier, Sid, and Jennifer Lee Noonan. Sid Meier’s Memoir!: A Life in Computer Games. W. W. Norton, 2020.

Monfort, Nick, and Ian Bogost. Racing the Beam: The Atari Video Computer System. MIT, 2009 (CH, Aug’09. 46-6853).

Newman, James. Playing with Videogames. Routledge, 2008 (CH, Jun’09, 46-5451).

Nicholson, Scott. Everyone Plays at the Library: Creating Great Gaming Experiences for All Ages. Information Today, 2010.

“Platform Studies” [series], ed. by Nick Monfort and Ian Bogost. MIT, 2009-.

The Pokémon Go Phenomenon: Essays on Public Play in Contested Spaces, ed. by Jamie Henthorn et al. McFarland, 2019 (CH, Nov’19, 57-1024).

Routledge Companion to Video Game Studies, ed. by Mark J. P. Wolf and Bernard Perron. Routledge, 2013; republished 2016.

Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. MIT, 2004.

Schartmann, Andrew. Koji Kondo’s Super Mario Bros. Soundtrack. Bloomsbury, 2015.

Schell, Jesse. The Art of Game Design: A Book of Lenses. Elsevier/Morgan Kaufmann, 2008 (CH, Mar’09, 46-3898); 2nd ed., CRC, 2015.

Schrier, Jason. Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories behind How Video Games Are Made. Harper, 2017.

___. Press Reset: Ruin and Recovery in the Video Game Industry. Grand Central, 2021.

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

The State of Play: Creators and Critics on Video Game Culture, ed. by Daniel Goldberg and Linus Larsson. Seven Stories, 2015.

Valkyrie, Zek. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline. Praeger, 2017.

The Video Game Debate: Unravelling the Physical, Social, and Psychological Effects of Digital Games, ed. by Rachel Kowert and Thorsten Quandt. Routledge, 2016 (CH, Aug’16, 53-5133).

The Video Game Debate 2: Revisiting the Physical, Social, and Psychological Effects of Video Games, ed. by Rachel Kowert and Thorsten Quandt. Routledge, 2021.

Williams, Michael P. Chrono Trigger. Boss Fight Books, 2014.