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Module Reading List

Videogames and Society, 2019/20, Semester 2
Dr Ben Hirst
Tutor information is taken from the Module Catalogue

Listed are the Essential readings for Videogames & Society. These are the readings that you will have been expected to do prior to each Workshop. Please consult the module handbook for information on Supplementary and Further readings. 

Week 1. Introduction: Why Do Videogames Matter? 

Essential reading

Cremin, Colin. 2016. ‘The century of videogames’ (extract). Exploring Videogames with Deleuze and Guattari: Towards an Affective Theory of Form. London, New York: Routledge. 6–11

Newman, James. 2013. ‘Videogame Studies?’ in Videogames. London, New York: Routledge. 1-8.   

Week 2. ‘Video Games’ or ‘Videogames?’: Defining the Field of Study

Essential reading 

Egenfeldt-Nielsen, Simon, Jonas Heide Smith & Susana Pajares Tosca. 2013. ‘Studying Video Games’. In Understanding Video Games: The Essential Introduction. New York, London: Routledge. 7-13.   

Week 3. At the Arcade: Videogames, Class and Masculinity

Essential reading

Kocurek, Carly A. 2015. ‘The Microcosmic Arcade: Playing at the Cultural Vanguard’. In Coin-operated Americans: Rebooting Boyhood in the Videogame Arcade. Minneapolis, London: University of Minnesota Press. 1–33.   

Newman, Michael J. 2017. ‘Good Clean Fun: The Origin of the Video Game Arcade’. In Atari Age: The Emergence of Video Games in America. Cambridge, Massachusetts: MIT Press. 19-44.   

Week 4. From the Arcade to the Smartphone: The Democratisation of Videogames

Essential reading [Please read at least TWO]

Bogost, Ian. 2007. ‘Exercise’ (excerpt) in Persuasive Games: The Expressive Power of Videogames. MIT Press. 293–316.   

Juul, Jesper. 2010. 'What is Casual?' Casual Revolution: Reinventing Video games and Their Players. MIT Press. 25–64 

Newman, Michael Z. ‘”Don’t Watch TV Tonight: Play It!”: Early Video Games and Television’ in Atari Age: The Emergence of Video Games in America. MIT Press. 45–72.   

Week 5. Bad Influence: Videogames and Moral Panic

Essential reading

Drotner, Kirsten. 1999. Dangerous Media? Panic Discourses and Dilemmas of Modernity. Paedagogica Historica, 35(3): 593-619.

Kocurek, Carly A. 2015. ‘Adapting Violence: Death Race and the History of Gaming Moral Panic’. In Coin-operated Americans: Rebooting Boyhood at the Video Game Arcade. Minneapolis, London: University of Minnesota Press. 67-90.   

Week 6. Videogames and the Future: Playing in Dystopia 

Essential reading 

Klosinski, Michal. 2018. Games and utopia. Acta Ludologica, 1(1). 5-15.

Week 7. Gaming and Social Issues: #Gamergate and its Aftermath

Essential reading [please read at least TWO]

Boluk, Stephanie & Patrick Li Mieux. 2017. ‘Breaking the Metagame: Feminist Spoilsports and Magic Circle Jerks’ In Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames. Minneapolis: University of Minnesota Press. 275–290   

Chess, Shira & Adrienne Shaw. 2015. ‘A Conspiracy of Fishes, or, How We Learned to Stop Worrying About #GamerGate and Embrace Hegemonic Masculinity’, Journal of Broadcasting & Electronic Media 59(1): 208–220.

Mortensen, Torill Elvira. 2018. ‘Anger, Fear, and Games: The Long Event of #GamerGate’. Games and Culture, 13(8): 787–806.

Week 8. Understanding Videogames from the Margins

Essential reading

Gray, Kishonna, Gerald Voorhees and Emma Vossen. 2018. ‘Introduction’. In Feminism in Play. Palgrave MacMillan. 1–19.   

Ruberg, Bonnie. 2016. ‘Introduction' and ‘”Loving Father, Caring Husband, Sercet Octopus”: Queer Embodiment and Passing in Octodad’. Video games have always been queer. New York: New York University Press. 1–28 and 84–109   

Week 9. Working and Playing Online: The Rise of the Videogame Streamer

Essential readings

Taylor, T.L. 2018. ‘Broadcasting Ourselves’ and ‘Home Studios’. In Watch Me Play: Twitch and the Rise of Game Live Streaming. Princeton and Oxford: Princeton University Press.1–22 and 66–135   

Woodcock, J., & Johnson, M. R. 2019. The Affective Labor and Performance of Live Streaming on Television & New Media. 00(0): 1-11.

Week 10. ‘Game Creators of the World Unite!’: Work and Labour in the Video Game Industry

Essential reading

de Peuter, G., & Young, C. J. 2019. Contested Formations of Digital Game Labor. Television & New Media.

Dyer-Witheford, Nick & Greig de Peuter. 2006. “‘EA Spouse’ and the Crisis of Video Game Labour: Enjoyment, Exclusion, Exploitation, Exodus.” Canadian Journal of Communication 31 (3): 599–617

 Keogh, Brendan. 2019. ‘The Cultural Field of Video Game Production in Australia’. Games and Culture. doi: 10.1177/1555412019873746.

Week 11: Summary and Essay Workshop 

[no reading] 

This list was last updated on 12/11/2019