Games and Society
7.5 credits
Reading list, Master's level, 5SD303
Main group 1
- Andersen, R; Kurti, M, From America's Army to Call of Duty:: Doing battle with the military entertainment complex, Part of: Democratic Communiqué, vol. 23, no. 1, 2011, p. 45
- Anderson, Benedict R. O'G., Imagined communities: reflections on the origin and spread of nationalism, Revised edition., London, Verso, 2016 (Extended version or earlier, ok too.)
- Lessig, Lawrence, Code : Version 2.0, New York, Basic Books, cop. 2006
- Banks, J; Deuze, M, Co-creative labour, Part of: International journal of cultural studies, vol. 12, no. 5, 2009, p. 419–431
- Behm-Morawitz, E; Mastro, D, The Effects of the Sexualization of Female Video Game Characters on Gender Stereotyping and Female Self-Concept, Part of: Sex Roles, vol. 61, no. 11-12, 2009, p. 808–823
- Chia, A, The Moral Calculus of Vocational Passion in Digital Gaming, Part of: Television & new media, vol. 20, no. 8, 2019, p. 767–777
- Coleman, S; Dyer-Witheford, N, Playing on the digital commons:: Collectivities, capital and contestation in videogame culture, Part of: Media, culture & society, vol. 29, no. 6, 2007, p. 934–953
- Dyer-Witheford, Nick; De Peuter, Greig., Games of empire: global capitalism and video games, Minneapolis, MN, University of Minnesota Press, 2009
- Dyer-Witheford, N; de Peuter, G.S., "EA spouse" and the crisis of video game labour:: Enjoyment, exclusion, exploitation, and exodus, Part of: Canadian journal of communication, vol. 31, no. 3, 2006
- Flyvbjerg, B; Bryant, C.G., Making social science matter:: Why social science fails and how it can succeed again, Part of: Canadian journal of sociology. [Elektronisk resurs] =: Cahiers canadiens de sociologie., vol. 28, no. 1, 2003, p. 109
- Golub, A; Lingley, K, "Just Like the Qing Empire" Internet Addiction, MMOGs, and Moral Crisis in Contemporary China, Part of: Games and culture, vol. 3, no. 1, 2008, p. 59–75
- Harvey, A, Becoming Gamesworkers:: Diversity, Higher Education, and the Future of the Game Industry, Part of: Television & new media, vol. 20, no. 8, 2019
- Hutnyk, John, Bad Marxism: capitalism and cultural studies, London, Pluto Press, 2004
- Karlsen, Faltin, A world of excesses.: online games and excessive playing, Farnham, Surrey, England, Ashgate, 2013
- Laclau, Ernesto; Mouffe, Chantal, Hegemony and socialist strategy: towards a radical democratic politics, 2. ed., London, Verso, 2001
- Mortensen, T. E., Anger, fear, and games:: The long event of# GamerGate. Games and Culture, Part of: Games and culture, vol. 13, no. 8, 2018, p. 787–806
- Mortensen, Torill Elvira; Linderoth, Jonas; Brown, Ashley M. L., The dark side of game play: controversial issues in playful environments, New York, Routledge, 2015
- Nieborg, D., From premium to freemium:: The political economy of the app, Part of: Social, casual and mobile games: the changing gaming landscape, London, Bloomsbury, 2016, p. 225–240
- Nieborg, D. B., Crushing Candy:: he Free-to-Play Game in Its Connective Commodity Form, Part of: Social media + society, vol. 1, no. 2, 205
- Nieborg, D; Foxman, M, Mainstreaming Misogyny:: The Beginning of the End and the End of the Beginning in Gamergate Coverage, Part of: Mediating misogyny: gender, technology, and harassment, Cham, Switzerland, Springer Science and Business Media, 2018, p. 111–130
- Nielsen, R.K.L.; Grabarczyk, P., Are Loot Boxes Gambling?: Random Reward Mechanisms in Video Games, Part of: Digra, vol. 4, no. 3, 2019, p. 104
- Nylund, N, Constructing Digital Game Exhibitions:: Objects, Experiences, and Context, Part of: Arts, vol. 7, 2018, p. 103
- O'Donnell, Casey, Developer's dilemma: the secret world of videogame creators, Cambridge, Massachusetts, The MIT Press, [2014]
- O'Neil, Cathy, Weapons of math destruction: how big data increases inequality and threatens democracy, First edition., New York, Crown, [2016]
- Pearce, C., Productive play game culture from the bottom up, Part of: Games and culture, vol. 1, no. 1, 2006, p. 17–24
- Zagal, J P; Björk, S; Lewis, C, Dark patterns in the design of games, Part of: Proceedings of the 13th International Conference on the Foundations of Digital Games, ACM / Association for Computing Machinery, 2018
- Whitson, J R, The New Spirit of Capitalism in the Game Industry, Part of: Television & new media, vol. 20, no. 8, 2019, p. 789–801, https:/
/ doi.org/ 10.1177/ 1527476419851086 - Wark, M, In the shadow of the military-entertainment complex, Part of: Continuum: journal of media and cultural studies, vol. 9, no. 1, 1996, p. 98–117
- Van Dijck, J; Nieborg, D, Wikinomics and its discontents:: A critical analysis of Web 2.0 business manifestos, Part of: New media & society, vol. 11, no. 5, 2009, p. 855–874, https:/
/ doi.org/ 10.1177/ 1461444809105356 - Smythe, D W, On the audience commodity and its work, Part of: Media and cultural studies: keyworks, 2., [rev.] ed., Chichester, John Wiley & Sons, 2012, p. 230–256
- isler, V, Digital Arabs: Representation in video games, Part of: European journal of cultural studies., vol. 11, no. 2, 2008, p. 203–220
- Salter, M, From geek masculinity to Gamergate:: The technological rationality of online abuse, Part of: Crime, media, culture, vol. 14, no. 2, 2018, p. 247–264
- Prax, P, 'More like an arcade'-: The limitations of playable games in museum exhibitions, Part of: Museum and society, vol. 17, no. 3, 2019, p. 437–452
- Prax, Patrick, Drawing Things Together: Understanding the Challenges and Opportunities of a Cross-LAM Approach to Digital Game Preservation and Exhibition, Oslo, Idunn, 2019
- Prax, Patrick; Rajkowska, Paulina, Problem Gaming from the Perspective of Treatment, Gothenburg, Nordicom, 2018
- Prax, Patrick, Is this still participation?: A case study of the disempowerment of player labourers, 2019