Tutor information is taken from the Module Catalogue
Aguilera, M. & Mediz, A. 10/2003. Video games and education: Education in the Face of a “Parallel School”. Computers in entertainment CIE
Aiken. M. 2016. The cyber effect : a pioneering cyber-psychologist explains how human behaviour changes online. Great Britain: John Murray Publishers
Bacon. F. 1900. New Atlantis. Cambridge: Cambridge University Press
Briggs & Burke, 2002. A Social History of the Media: from Gutenberg to the Internet. Cambridge: Polity
Brinsmade. H. H. 1912. Utopia Achieved : A Novel of the Future. New York: Broadway Publishing Company - Available online: https://archive.org/details/utopiaachievedno00brin
Carr. N. 2011. The shallows : what the Internet is doing to our brains. London: Atlantic Books
Crary, J. 2013. 24/7 : late capitalism and the ends of sleep. London; New York. Verso
Cron, L. 2012. Wired for story : the writer's guide to using brain science to hook readers from the very first sentence. United States: Ten Speed Press
Csikszentmihalyi. M. Flow : the psychology of optimal experience. New York; London : Harper Perennial
Eisenstein, E. 2012. The printing revolution in early modern Europe, Cambridge: Cambridge University Press Chapters 1-4
Gardner, H. & Davis, K. 2014. The app generation : how today's youth navigate identity, intimacy, and imagination in a digital world. New Haven and Londen: Yale University Press
Godfrey, R. (ed.) 2001. James Gillray and the art of caricature. London: Tate Gallery
Hallett M. 1999. The spectacle of difference : graphic satire in the age of Hogarth. New Haven, Conn: Yale University Press
Huxley. A. 1970. Brave New World. London: Chatto & Windus (extracts)
Isbister. K. 2016. How games move us : emotion by design. Cambridge, Mass; London: The MIT Press
Juul, J. 2013. The art of failure : an essay on the pain of playing video games. Cambridge, Massachusetts, London: The MIT Press
Koster, R. 2005. A Theory of Fun for Game Design. Scottsdale, AZ: Paraglyph Press
McCalman. I. 1988. Radical underworld : prophets, revolutionaries and pornographers in London, 1795-1840. Cambridge: Cambridge University Press
McGonigal, J. 2011. Reality is broken : why games make us better and how they can change the world. London: Jonathan Cape. Chapter 7.
Ong, J Walter. 2002. Orality and literacy: the technologizing of the word: London: New York: Routledge
Papacharissi. Z. A. (ed) 2011. A networked self : identity, community and culture on social network sites. New York: Routledge
Palfrey. J. & Gasser, U. 2008. Born digital : understanding the first generation of digital natives. New York: Basic Books
Sawday, J. 2000. The Renaissance computer : knowledge technology in the first age of print. London; New York: Routledge. Introduction
Schrier, K. 2016. Knowledge games : how playing games can solve problems, create insight, and make change. Baltimore: John Hopkins University Press
Sicart. M. 2014. Play matters. Cambridge, Mass.
Sommerville, C.J. 1996. The news revolution in England : cultural dynamics of daily information. New York: Oxford University Press
Tapscott. D. 2009. Grown up digital : how the net generation is changing your world. New York ; London : McGraw-Hill. chs.4 and 5.
Vaughan. B. K. 2015. The private eye . California; Image Comics.
Wall. M. (ed) Citizen journalism : valuable, useless, or dangerous? New York: International Debate Education Association
Yorke, J. 2013. Into the woods : how stories work and why we tell them. Great Britain: Penguin Books
This list was last updated on 06/10/2016