Literature on Gamic Expression

2023年度春学期立命館大学で開催した授業「ゲーム応用購読」の参加者が作成した参考文献リストです。

This literature list was curated by the participants of the 2023 advanced reading seminar on gamic expression, held at Ritsumeikan University.

Aarseth, Espen. 2007. “I Fought the Law: Transgressive Play and The Implied Player.” http://www.digra.org/wp-content/uploads/digital-library/07313.03489.pdf.
Aarseth, Espen J. 1997. Cybertext: Perspectives on Ergodic Literature. JHU Press.
Alkhalifa, Salman. 2016. “Machine Learning and Anti-Cheating in FPS Games.” Phdthesis. https://doi.org/10.13140/RG.2.2.21957.86242.
Andersen, Erik, Eleanor O’Rourke, Yun-En Liu, Rich Snider, Jeff Lowdermilk, David Truong, Seth Cooper, and Zoran Popovic. 2012. “The Impact of Tutorials on Games of Varying Complexity.” In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 59–68. ACM. https://doi.org/10.1145/2207676.2207687.
Ang, Chee Siang. 2006. “Rules, Gameplay, and Narratives in Video Games.” Simulation & Gaming 37 (3): 306–25. https://doi.org/10.1177/1046878105285604.
Anonymous. 2022. “Reverse Engineering North Korea’s Gaming Economy: Intellectual Property, Microtransactions, and Censorship.” Game Studies 22 (1). https://gamestudies.org/2201/articles/anonymous.
Arjoranta, Jonne. 2022. “How Are Games Interpreted? Hermeneutics for Game Studies.” Game Studies 22 (3). https://gamestudies.org/2203/articles/arjoranta_how_are_games_interpreted.
Arsenault, Dominic. n.d. “Narration in the Video Game. An Apologia of Interactive Storytelling, and an Apology to Cut-Scene Lovers.” Accessed February 16, 2023. https://www.academia.edu/224771/Narration_in_the_Video_Game_An_Apologia_of_Interactive_Storytelling_and_an_Apology_to_Cut_Scene_Lovers.
Asa, Berger, Arthur. 1997. Narratives in Popular Culture, Media, and Everyday Life. Sage Publications.
Ashcroft, Bill, Ahluwalia D. Pal S., and 洋一大橋. 2005. エドワード・サイード. 青土社.
Barton, Matt, and Shane Stacks. 2019. Dungeons and Desktops: The History of Computer Role-Playing Games 2e. CRC Press.
Beasley, Berrin, and Tracy Collins Standley. 2002. “Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games.” Mass Communication and Society 5 (3): 279–93. https://doi.org/10.1207/S15327825MCS0503_3.
Behm-Morawitz, Elizabeth, and Dana Mastro. 2009. “The Effects of the Sexualization of Female Video Game Characters on Gender Stereotyping and Female Self-Concept.” Sex Roles 61 (11): 808–23. https://doi.org/10.1007/s11199-009-9683-8.
Belmonte, Juan Francisco. 2017. “Teenage Heroes and Evil Deviants: Sexuality and History in JRPGs.” Continuum 31 (6): 903–11. https://doi.org/10.1080/10304312.2017.1374351.
Bjarnason, Nökkvi. 2020. “A Fantasy without a Dream: Japanese Role-Playing Games and the Absence of the Expressive Ideal.” REPLAYING JAPAN 2 (March): 11–21. https://doi.org/10.34382/00013359.
Bogost, Ian. 2008. The Rhetoric of Video Games. MacArthur Foundation Digital Media and Learning Initiative.
Boluk, Stephanie, and Patrick Lemieux. 2017. Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames. University of Minnesota Press.
Brand, Jeffrey E. n.d. “The Diverse Worlds of Computer Games: A Content Analysis of Spaces, Populations, Styles and Narratives.”
Brubaker Marcus A., Sigal Leonid, Fleet David J. 2009. “Estimating contact dynamics.” 2009 IEEE 12th International Conference on Computer Vision, 2389–96. Kyoto: IEEE. https://doi.org/10.1109/ICCV.2009.5459407.
Bryce, Jo, and Jason Rutter. n.d. “Spectacle of the Deathmatch:”
Caillois, Roger. 1990. 遊びと人間. Translated by 多田道太郎 and 塚崎幹夫. 講談社. http://runners.ritsumei.ac.jp/opac/opac_link/bibid/TT40192216.
Cardona-Rivera, Rogelio, Jose Zagal, and Michael Debus. 2020. “GFI: A Formal Approach to Narrative Design and Game Research.” Proceedings of the 13th International Conference on Interactive Digital Storytelling, October, 133–48. https://doi.org/10.1007/978-3-030-62516-0_13.
Cardona-Rivera, Rogelio E., José P. Zagal, and Michael S. Debus. 2020. “Narrative Goals in Games: A Novel Nexus of Story and Gameplay.” In International Conference on the Foundations of Digital Games, 1–4. Bugibba Malta: ACM. https://doi.org/10.1145/3402942.3402986.
Carter Lin. 2004. ファンタジーの歴史 : 空想世界. Translated by 中村融. 東京創元社. https://ci.nii.ac.jp/ncid/BA6993449X.
Chang, Zhuang, Huidong Bai, Li Zhang, Kunal Gupta, Weiping He, and Mark Billinghurst. 2022. “The Impact of Virtual Agents’ Multimodal Communication on Brain Activity and Cognitive Load in Virtual Reality.” Frontiers in Virtual Reality 3. https://www.frontiersin.org/articles/10.3389/frvir.2022.995090.
Chettaoui, Neila, Ayman Atia, and Med. Salim Bouhlel. 2022. “Examining the Effects of Embodied Interaction Modalities on Students’ Retention Skills in a Real Classroom Context.” Journal of Computers in Education 9 (4): 549–69. https://doi.org/10.1007/s40692-021-00213-9.
Chettaoui, Neila, Ayman Atia, and Med Salim Bouhlel. 2020. “Exploring the Impact of Multimodal Adaptive Learning with Tangible Interaction on Learning Motivation.” In 2020 15th International Conference on Computer Engineering and Systems (ICCES), 1–6. https://doi.org/10.1109/ICCES51560.2020.9334588.
Chiewvanichakorn, Rachaya, Nathan Nossal, and Hiroyuki Iida. 2015. “Game Refinement Model with Consideration on Playing Cost: A Case Study Using Crane Games.” In 2015 7th International Conference on Knowledge and Smart Technology (KST), 87–92. Chon Buri, Thailand: IEEE. https://doi.org/10.1109/KST.2015.7051458.
Cole, Tom. 2015. “The Tragedy of Betraya: How the Design of Ico and Shadow of the Colossus Elicits Emotion.” In . https://research.gold.ac.uk/id/eprint/17320/.
Collins, Karen. 2008. Game Sound : An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design. MIT Press Ser. MIT Press.
Collins, Karen, 1973-. 2008. Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design. Cambridge, Mass.: MIT Press.
Collins, Karen. 2009. “An Introduction to Procedural Music in Video Games.” Contemporary Music Review 28 (1): 5–15.
Collins, Karen. 2016. “Game Sound in the Mechanical Arcades: An Audio Archaeology.” Game Studies 16 (1). https://gamestudies.org/1601/articles/collins.
Consalvo, Mia. 2007. Cheating: Gaining Advantage in Videogames. The MIT Press. https://doi.org/10.7551/mitpress/1802.001.0001.
Cullen, Eoghain Meakin, Brian Vaughan, Charlie. 2021. “‘Understanding’ Narrative; Applying Poetics to Hellblade: Senua’s Sacrifice.” Game Studies 21 (2). http://gamestudies.org/2102/articles/meakin_vaughan_cullen.
Da Silva, João Marcos Epifânio, Arthur de Castro Callado, and Paulyne Matthews Jucá. 2018. “Representing Sentiment Using Colors and Particles to Provide Accessibility for Deaf and Hard of Hearing Players.” In 2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), 221–22109. https://doi.org/10.1109/SBGAMES.2018.00034.
Da Silva, João Marcos Epifânio, Arthur de Castro Callado, and Paulyne Matthews Jucá. 2018. “Representing Sentiment Using Colors and Particles to Provide Accessibility for Deaf and Hard of Hearing Players.” In 2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), 221–22109. https://doi.org/10.1109/SBGAMES.2018.00034.
Daniel Illger. 2020. Grüne Sonnen: Poetik und Politik der Fantasy am Medium Videospiel. Cinepoetics. Berlin: De Gruyter. https://search.ebscohost.com/login.aspx?direct=true&db=nlebk&AN=2944574&lang=ja&site=eds-live.
David S. Heineman. n.d. Thinking about Video Games: Interviews with the Experts. Edited by David S. Heineman. Indiana University Press.
Mosselaer, Nele Van de, and Stefano Gualeni. n.d. “The Implied Designer and the Experience of Gameworlds.”
Mosselaer, Nele Van de, and Stefano Gualeni. n.d. “The Implied Designer and the Experience of Gameworlds.”
Debus, José P. Zagal, Rogelio E. Cardona-Rivera, Michael S. 2020. “A Typology of Imperative Game Goals.” Game Studies 20 (3). https://gamestudies.org/2003/articles/debus_zagal_cardonarivera.
Deen, Phillip D. 2011. “Interactivity, Inhabitation and Pragmatist Aesthetics.” Game Studies 11 (2). https://gamestudies.org/1102/articles/deen.
Deterding, Sebastian, Dan Dixon, Rilla Khaled, and Lennart Nacke. 2011. “From Game Design Elements to Gamefulness: Defining ‘Gamification.’” In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15. MindTrek ’11. New York, NY, USA: Association for Computing Machinery. https://doi.org/10.1145/2181037.2181040.
Deterding, Sebastian, Dan Dixon, Rilla Khaled, and Lennart Nacke. 2011. “From Game Design Elements to Gamefulness: Defining ‘Gamification.’” In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15. MindTrek ’11. New York, NY, USA: Association for Computing Machinery. https://doi.org/10.1145/2181037.2181040.
Dor, Simon. 2018. “Strategy in Games or Strategy Games: Dictionary and Encyclopaedic Definitions for Game Studies.” Game Studies 18 (1). https://gamestudies.org/1801/articles/simon_dor.
Dormans, Joris. 2006. “On the Role of the Die: A Brief Ludologic Study of Pen-and-Paper Roleplaying Games and Their Rules.” Game Studies 6 (1). https://gamestudies.org/0601/articles/dormans.
Ducheneaut, Nicolas, Nicholas Yee, Eric Nickell, and Robert J. Moore. 2006. “‘Alone Together?’: Exploring the Social Dynamics of Massively Multiplayer Online Games.” In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 407–16. CHI ’06. New York, NY, USA: Association for Computing Machinery. https://doi.org/10.1145/1124772.1124834.
Ducheneaut, Nicolas, Nicholas Yee, Eric Nickell, and Robert J. Moore. 2006. “‘Alone Together?’: Exploring the Social Dynamics of Massively Multiplayer Online Games.” In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 407–16. CHI ’06. New York, NY, USA: Association for Computing Machinery. https://doi.org/10.1145/1124772.1124834.
Eickhorst, Eric. n.d. “Game centers: A historical and cultural analysis of Japan’s video amusement establishments.” Master’s Thesis, Ann Arbor, United States. Accessed May 17, 2022. https://www.proquest.com/docview/305322653/abstract/BAB3FD300DAB4779PQ/1.

ゲームと戦争2022 参考文献 | Games and War 2022 Literature

This is a list of relevant literature on the relation between games and war gathered by the participants in the course Applied Reading VII 2022: Games and War at Ritsumeikan University. It will be updated as the course progresses.

Blackburn, Gregory. 2018. “Army Men: Military Masculinity in Call of Duty.” In Masculinities in Play, edited by Nicholas Taylor and Gerald Voorhees, 37–53. Palgrave Games in Context. Cham: Springer International Publishing. https://doi.org/10.1007/978-3-319-90581-5_3. Cite
Borit, Cornel, Melania Borit, and Petter Olsen. 2018. “Representations of Colonialism in Three Popular, Modern Board Games: Puerto Rico, Struggle of Empires, and Archipelago.” Open Library of Humanities 4 (1). https://doi.org/10.16995/olh.211. Cite
Campbell, James. 2008. “Just Less than Total War Simulating World War II as Ludic Nostalgia.” In Playing the Past : History and Nostalgia in Video Games, edited by Zach Whalen and Laurie N. Taylor, 183–200. Nashville: Vanderbilt University Press. Cite
Chapman, Adam. 2016. “It’s Hard to Play in the Trenches: World War I, Collective Memory and Videogames.” Game Studies 16 (2). http://gamestudies.org/1602/articles/chapman. Cite
Chapman, Adam. 2018. Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice. First issued in paperback. Routledge Advances in Game Studies 7. New York London: Routledge, Taylor & Francis Group. Cite
Cole, Jaime Banks, John G. 2016. “Diversion Drives and Superlative Soldiers: Gaming as Coping Practice among Military Personnel and Veterans.” Game Studies 16 (2). http://gamestudies.org/1602/articles/blankscole. Cite
Crogan, Patrick. 2011. Gameplay Mode: War, Simulation, and Technoculture. Minneapolis: University of Minnesota Press. Cite
Smale, Stephanie de, Martijn J. L. Kors, and Alyea M. Sandovar. 2017. “The Case of This War of Mine : A Production Studies Perspective on Moral Game Design.” Games and Culture. https://doi.org/10.1177/1555412017725996. Cite
Der Derian, James. 2009. Virtuous War: Mapping the Military-Industrial-Media-Entertainment Network. 2nd ed. New York: Routledge. Cite
Donald, Iain. 2019. “Just War? War Games, War Crimes, and Game Design.” Games and Culture 14 (4): 367–86. https://doi.org/10.1177/1555412017720359. Cite
Dyer-Witheford, Nick, and Greig de Peuter. 2009. Games of Empire: Global Capitalism and Video Games. Minneapolis: University of Minnesota Press. https://doi.org/10.1177/0094306110386902g. Cite
Feenstra, Kevin O’Neill, Bill. 2016. “‘Honestly, I Would Stick with the Books’: Young Adults’ Ideas About a Videogame as a Source of Historical Knowledge.” Game Studies 16 (2). http://gamestudies.org/1602/articles/oneilfeenstra. Cite
Ford, Dom. 2016. “‘EXplore, EXpand, EXploit, EXterminate’:  Affective Writing of Postcolonial History and Education in Civilization V.” Game Studies 16 (2). http://gamestudies.org/1602/articles/ford. Cite
Frühstück, Sabine. 2017. Playing War: Children and the Paradoxes of Modern Militarism in Japan. Oakland, California: University of California Press. Cite
Fuchs, Michael, Vanessa Erat, and Stefan Rabitsch. 2018. “Playing Serial Imperialists: The Failed Promises of BioWare’s Video Game Adventures.” The Journal of Popular Culture 51 (6): 1476–99. https://doi.org/10.1111/jpcu.12736. Cite
Gieselmann, Hartmut. 2007. “Ordinary Gamers - The Vanishing Violence In War Games And Its Influence On Male Gamers.” Eludamos: Journal for Computer Game Culture 1 (1). Cite
Gish, Harrison. 2010. “Playing the Second World War: Call of Duty and the Telling of History.” Eludamos. Journal for Computer Game Culture 4 (2): 167–80. http://www.eludamos.org/index.php/eludamos/article/viewArticle/vol4no2-4. Cite
Glas, René. 2013. Battlefields of Negotiation : Control, Agency, and Ownership in World of Warcraft. Amsterdam: Amsterdam University Press. http://www.oapen.org/record/437366. Cite
Guanio-Uluru, Lykke. 2016. “War, Games, and the Ethics of Fiction.” Game Studies 16 (2). http://gamestudies.org/1602/articles/guanio. Cite
Halter, Ed. 2006. From Sun Tzu to XBox: War and Video Games. New York: PublicAffairs. Cite
Hammond, Holger Pötzsch, Philip. 2016. “Special Issue - War/Game: Studying Relations Between Violent Conflict, Games, and Play.” Game Studies 16 (2). http://gamestudies.org/1602/articles/potzschhammond. Cite
Hanford, Nicholas A. 2018. “At the Intersection of Difficulty and Masculinity: Crafting the Play Ethic.” In Masculinities in Play, edited by Nicholas Taylor and Gerald Voorhees, 149–64. Palgrave Games in Context. Cham: Springer International Publishing. https://doi.org/10.1007/978-3-319-90581-5_9. Cite
Healey, Gareth. 2016. “Proving Grounds: Performing Masculine Identities in Call of Duty: Black Ops.” Game Studies 16 (2). http://gamestudies.org/1602/articles/healey. Cite
Jørgensen, Kristine. 2016. “The Positive Discomfort of Spec Ops: The Line.” Game Studies 16 (2). http://gamestudies.org/1602/articles/jorgensenkristine. Cite
Kerr, Aphra. 2013. “Space Wars: The Politics of Games Production in Europe*.” In Gaming Globally: Production, Play, and Place, edited by Nina B. Huntemann and Ben Aslinger, 215-. New York: Palgrave Macmillan. Cite
KIRSH, STEVEN J. 1998. “Seeing the World Through Mortal Kombat-Colored Glasses: Violent Video Games and the Development of a Short-Term Hostile Attribution Bias.” Childhood 5 (2): 177–84. https://doi.org/10.1177/0907568298005002005. Cite
Lowood, Henry. 2016. “War Engines: Wargames as Systems from the Tabletop to the Computer.” In Zones of Control: Perspectives on Wargaming, edited by Pat Harrigan and M G Kirschenbaum, 83–105. Cambridge: The MIT Press. Cite
Lunning Frenchy. 2009. War/time. University of Minnesota Press. https://ci.nii.ac.jp/ncid/BB00339350. Cite
Machin, David, and Usama Suleiman. 2006. “Arab and American Computer War Games: The Influence of a Global Technology on Discourse.” Critical Discourse Studies 3 (01): 1–22. Cite
Maloney, Marcus. 2019. “Ambivalent Violence in Contemporary Game Design.” Games and Culture 14 (1): 26–45. https://doi.org/10.1177/1555412016647848. Cite
Mantello, Peter. 2017. “Military Shooter Video Games and the Ontopolitics of Derivative Wars and Arms Culture: Military Shooter Video Games.” American Journal of Economics and Sociology 76 (2): 483–521. https://doi.org/10.1111/ajes.12184. Cite
Mead Corey. 2013. War play : video games and the future of armed conflict. Houghton MifflHarcourt. https://ci.nii.ac.jp/ncid/BB14750440. Cite
Noon, Derek, and Nick Dyer-Witheford. 2010. “Sneaking Mission: Late Imperial America and Metal Gear Solid.” In Utopic Dreams and Apocalyptic Fantasies: Critical Approaches to Researching Video Game Play, edited by J. Talmadge Wright, David G. Embrick, and András Lukács, 73–95. Lanham (Md), Plymouth: Lexington Books. Cite
Patterson, Christopher B. 2015. “Role-Playing the Multiculturalist Umpire: Loyalty and War in BioWare’s Mass Effect Series.” Games and Culture 10 (3): 207–28. https://doi.org/10.1177/1555412014551050. Cite
Patterson, Christopher B. 2020. Open World Empire. New York: NYU Press. Cite
Payne, Matthew Thomas. 2014. “War Bytes: The Critique of Militainment in Spec Ops: The Line.” Critical Studies in Media Communication 31 (4): 265–82. https://doi.org/10.1080/15295036.2014.881518. Cite
Perla, Peter P. 1987. “War Games, Analyses, and Exercises.” Naval War College Review 40 (2): 44–52. https://www.jstor.org/stable/44636822. Cite
Peterson, Jon. 2012. Playing at the World: A History of Simulating Wars, People and Fantastic Adventures, from Chess to Role-Playing Games. San Diego: Unreason Press. Cite
Peterson, Rolfe Daus, Andrew Justin Miller, and Sean Joseph Fedorko. 2013. “The Same River Twice: Exploring Historical Representation and the Value of Simulation in the Total War, Civilization, and Patrician Franchises.” Playing with the Past: Digital Games and the Simulation of History, 33–48. Cite
Pfister, Eugen. n.d. “„Wie es wirklich war.“ – Wider die Authentizitätsdebatte im digitalen Spiel.” Accessed May 9, 2018. https://gespielt.hypotheses.org/1334. Cite
Pötzsch, Holger. 2017. “Selective Realism: Filtering Experiences of War and Violence in First-and Third-Person Shooters.” Games and Culture 12 (2): 156–78. Cite
Power, Marcus. 2007. “Digitized Virtuosity: Video War Games and Post-9/11 Cyber-Deterrence.” Security Dialogue 38 (2): 271–88. https://doi.org/10.1177/0967010607078552. Cite
Quiroga, Stefan Aguirre. 2022. White Mythic Space: Racism, the First World War, and ›Battlefield 1‹. De Gruyter Oldenbourg. https://doi.org/10.1515/9783110729306. Cite
Ramsay, Debra. 2015. “Brutal Games: ‘Call of Duty’ and the Cultural Narrative of World War II.” Cinema Journal 54 (2): 94–113. Cite
Ramsay, Debra. 2017. American Media and the Memory of World War II. First issued in paperback. Routledge Research in Cultural and Media Studies 71. New York London: Routledge. Cite
Sabin, Philip. 2012. Simulating War: Studying Conflict through Simulation Games. London: Bloomsbury Academic. Cite
Saklofske, Jon, Alyssa Arbuckle, and Jon Bath, eds. 2019. Feminist War Games?: Mechanisms of War, Feminist Values, and Interventional Games. London: Routledge. https://doi.org/10.4324/9780429276996. Cite
Schulzke, Marcus. 2013. “Refighting the Cold War: Video Games and Speculative History.” Edited by Matthew Wilhelm Kapell and Andrew B.R. Elliott. Playing with the Past: Digital Games and the Simulation of History, 261–75. Cite
Šisler, Vít. 2016. “Contested Memories of War in Czechoslovakia 38-89: Assassination: Designing a Serious Game on Contemporary History.” Game Studies 16 (2). Cite
Sparrow, Robert, Rebecca Harrison, Justin Oakley, and Brendan Keogh. 2018. “Playing for Fun, Training for War.” Games and Culture 13 (2): 174–92. https://doi.org/10.1177/1555412015615025. Cite

Game Studies readings: basic, advanced, additional

This is a growing list of readings I recommend for students interested in exploring digital games. This is just a start, more readings will be added…

basic readings

Bogost, Ian. 2007. Persuasive Games: The Expressive Power of Videogames. Cambridge, Mass.: The MIT Press. Cite
Caillois, Roger. 1961. Man, Play, and Games. New York: Free Press of Glencoe. Cite
Castronova, Edward. 2008. Exodus to the Virtual World: How Online Fun Is Changing Reality. First St. Martin’s Griffin paperback edition. New York: St. Martin’s Griffin. Cite
Consalvo, Mia. 2007. Cheating: Gaining Advantage in Videogames. Cambridge (Mass): MIT Press. Cite
Dyer-Witheford, Nick, and Greig De Peuter. 2009. Games of Empire: Global Capitalism and Video Games. Minneapolis: University of Minnesota Press. Cite
Flanagan, Mary. 2009. Critical Play: Radical Game Design. Cambridge/Massachusetts: The MIT Press. Cite
Galloway, Alexander R. 2006. Gaming: Essays on Algorithmic Culture. Minneapolis: University of Minnesota Press. Cite
Huizinga, Johan. 1970. Homo Ludens. London: Temple Smith. Cite
Inoue [井上], Akito [明人]. 2012. ゲーミフィケーション [Gēmifikēshon]. Tokyo: NHK Shuppan [NHK 出版]. Cite
Juul, Jesper. 2005. Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge (Mass.)/London: The MIT Press. Cite
Kline, Stephen, Nick Dyer-Witheford, and Greig De Peuter. 2003. Digital Play. The Interaction of Technology, Culture and Marketing. Montreal: McGill-Queen’s University Press. Cite
Pearce, Celia. 2011. Communities of Play. Cambridge (MA): The MIT Press. Cite
Wardrip-Fruin, Noah, and Pat Harrigan, eds. 2004. First Person: New Media as Story, Performance, and Game. Cambridge (Mass): MIT Press. Cite
中川 [Nakagawa], 大地 [Daichi]. 2016. 現代ゲーム全史. Tokyo: 早川書房 [Hayakawa shobō]. Cite
小林[Kobayashi], 信重 [Nobushige], ed. 2020. デジタルゲーム研究入門. Tokyo: ミネルヴァ書房. Cite
松永 [Matsunaga], 伸司 [Shinji]. 2018. ビデオゲームの美学. Tokyo: 慶應義塾大学出版会. Cite

advanced readings

Embrick, David G., J. Talmadge Wright, and András Lukács. 2012. Social Exclusion, Power and Video Game Play : New Research in Digital Media and Technology. Lanham, MD: Lexington Books. Cite
Kirkpatrick, Graeme. 2013. Computer Games and the Social Imaginary. Cambridge (UK): Polity Press. Cite
Nakazawa [中沢], Shin’ichi [新一], and Daichi [大地] Nakagawa [中川], eds. 2019. ゲーム学の新時代. Tokyo: NTT Shuppan [NTT 出版]. Cite
Nicoll, Benjamin, and Brendan Keogh. 2019. The Unity Game Engine and the Circuits of Cultural Software. Cham: Palgrave Macmillan. https://link.springer.com/book/10.1007/978-3-030-25012-6. Cite
Nihon kigō gakkai [日本記号学会], ed. 2014. ゲーム化する世界 コンピュータゲームの記号論[Gēmuka Suru Sekai - Konpyūta Gēmu No Kigōron]. 2nd ed. Tokyo: Shinyōsha [新曜社]. Cite
Schrank, Brian. 2014. Avant-Garde Videogames. Cambridge (Mass) / London: The MIT Press. Cite
Shaw, Adrienne. 2015. Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture. Minneapolis: University of Minnesota Press. Cite
Sicart, Miguel. 2014. Play Matters. Cambridge, UNITED STATES: MIT Press. Cite
Sutton-Smith, Brian. 1997. The Ambiguity of Play. Cambridge (Mass) / London: Harvard University Press. Cite
Taylor, T. L. 2018. Watch Me Play: Twitch and the Rise of Game Live Streaming. Princeton and Oxford: Princeton University Press. Cite
Wright, Talmadge, David G. Embrick, and András Lukács, eds. 2010. Utopic Dreams and Apocalyptic Fantasies: Critical Approaches to Researching Video Game Play. Lanham, MD: Lexington Press. Cite
松井[Matsui] 広志[Hiroshi], 井口[Iguchi] 貴紀[Takanori], 大石[Ōishi] 真澄[Masumi], 秦[Hata] 美香子[Mikako], eds. 2019. 多元化するゲーム文化と社会[Diversifying game culture and society]. Tachikawa: ニューゲームズオーダー[New Games Order]. Cite

additional readings

Castell, Suzanne de, and Jennifer Jenson, eds. 2007. Worlds in Play. Vol. 21. New Literacies and Digital Epistemologies. New York, Bern, Berlin, Bruxelles, Frankfurt am Main, Oxford, Wien: Peter Lang. Cite
Haraway, Donna J. 1991. “A Cyborg Manifesto: Science, Technology, and Socialist-Feminism in the Late Twentieth Century.” In Simians, Cyborgs, and Women, by Donna J. Haraway, 149–81. New York: Routledge. Cite
Henricks, Thomas S. 2015. Play and the Human Condition. Urbana: University of Illinois Press. Cite
Walz, Steffen P., and Sebastian Deterding, eds. 2014. The Gameful World: Approaches, Issues, Applications. Cambridge (Mass): The MIT Press. Cite

Game Studies journals

If you are researching digital games, there are many resources to consider when identifying the state of research with regards to a particular topic. Here is a tentative list, which I hope to update over time.GameStudies.org [English]

Replaying Japan [English/Japanese]

Journal of Sound and Music in Games [English]

Transactions of the Digital Games Research Association [English]

Games and Culture [English]

Eludamos: Journal for Computer Game Culture [English]

Paidia [German]

日本シミュレーション&ゲーミング [Japanese]

デジタルゲーム学研究 [Japanese]

Japanese Visual Media Graph

Role: Co-PI
Duration: 2019 – 2022
Funding: DFG (German Research Foundation)

Visit the project website: https://jvmg.iuk.hdm-stuttgart.de/

JVMG collaborates with enthusiastic fan communities, aiming to create a research resource on Japanese visual media, including, but not limited to anime, manga, computer games and visual novels. In the process, we also evaluate and conduct research on the data. The intended users of the resources are researchers in Japan Studies and Media Studies who focus on modern media and its expressions, themes, topics, characters and reception. We envision a graph-based, highly interconnected database structure, similar to the Google knowledge graph, that is combined with a flexible search interface and analytic tools.

Databased Infrastructure for Global Games Culture Research (2017-2019)

Role: Co-PI
Duration: 2017 – 2019
Funding: DFG (German Research Foundation)

Visit the project website: https://diggr.link

diggr (Databased Infrastructure for Global Games Culture Research) a collaborative research project funded by DFG and conducted by Leipzig University Library (UBL) and Japanese Studies (Institute of East Asian Studies) of Leipzig University. During the first project phase from 2017 to 2019, our research focusses on Japanese videogames in the context of global resp. globalized videogame culture. Our multidisciplinary team (Information Science, Librarianship, Cultural Studies, Japanese Studies) integrates expertise in data management with research of humanities scholars. The project’s goal is to answer various research questions by building a data-driven research infrastructre that uses Linked Open Data among other technologies.