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Module Reading List

Exploring the Digital World, 2019/20, Semester 1, 2
Beccy Cherriman
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:

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