Works by
Barton, Matt, & Moberly, Kevin. (2010). Quests and achievements in the classroom. In Pavel Zemliansky & Diane Wilcox (Eds.), Design and implementation of educational games: Theoretical and practical perspectives (pp. 206–225). Hershey, PA: IGI Global.
Conway, Steven. (2013). ARGH!: An exploration of the response cries of digital game players. Journal of Gaming and Virtual Worlds, 5(2), 131–146.
Conway, Steven. (2013). On ludicity (or on ludic ambrosia and dragon’s teeth). In Jason Thompson & Marc Ouellette (Eds.), The game culture reader (pp. 16–29). Newcastle, England: Cambridge Scholars Publishing.
Conway, Steven. (2013). In the game?: An everyday analysis. In Samuel Tobin (Ed.), Everyday play. Retrieved November 18, 2014, from http://mediacommons.futureofthebook.org/tne/pieces/game-everyday-analysis
Conway, Steven. (2014). Zombification?: Gamification, motivation, and the user. Journal of Gaming and Virtual Worlds, 6(2), 129–141.
Conway, Steven, & Finn, Mark. (2013). Carnival mirrors: Sport and digital games. In Brett Hutchins & David Rowe (Eds.), Digital media sport: Technology, power and culture in the network society (pp. 219–234). London, England: Routledge.
deWinter, Jennifer. (2004). Multi-media narratives: The videogame in an emerging mega-literacy. Works & Days, 22(43/44), 73–91.
deWinter, Jennifer. (2009). Aesthetic reproduction in Japanese computer culture: The dialectical histories of manga, anime, and computer games. In Judd E. Ruggill, Ken S. McAllister, & Joseph R. Cheney (Eds.), Computer culture reader (pp. 108–124). Newcastle, England: Cambridge Scholars Publishing.
deWinter, Jennifer. (2009). Persuasive games: The expressive power of video games. Kairos, 14(1). Retrieved November 18, 2014, from http://kairos.technorhetoric.net/14.1/reviews/dewinter/index.html
deWinter, Jennifer. (2013). The personal politics of everyday play. In Samuel Tobin (Ed.), Everyday play. Retrieved November 18, 2014, from http://mediacommons.futureofthebook.org/tne/pieces/personal-politics-everyday-play
deWinter, Jennifer. (2014). The art of video games. Kairos, 18(2). Retrieved November 18, 2014, from http://technorhetoric.net/18.2/reviews/dewinter/index.html
deWinter, Jennifer. (2014). The midway in the museum: Arcades, art, and the challenges of displaying play. Reconstruction Journal, 14(1). Retrieved November 18, 2014, from http://reconstruction.eserver.org/Issues/141/deWinter.shtml
deWinter, Jennifer, & Kocurek, Carly. (2013). #1reasonwhy women in the gaming industry matters. Flow, 17(7). Retrieved November 18, 2014, from http://flowtv.org/2013/02/1-reason-why-women-in-the-gaming-industry-matters/
deWinter, Jennifer, & Kocurek, Carly. (2013). Rescuing Anita: Games, gamers, and the battle of the sexes. Flow, 17(3). Retrieved November 18, 2014, from http://flowtv.org/2012/12/rescuing-anita
deWinter, Jennifer, & Kocurek, Carly. (2013). We resign from sexism and games effective immediately: Positive steps toward gender equality in gaming cultures. Flow, 17(10). Retrieved November 18, 2014, from http://flowtv.org/2013/04/we-resign-from-sexism-and-games-effective-immediately/
deWinter, Jennifer, & Kocurek, Carly. (2014). Games, gamification, and labour politics. Journal of Gaming and Virtual Worlds, 6(2), 103–107.
deWinter, Jennifer, & Vie, Stephanie. (2008). Press enter to "say": Using Second Life to teach critical media literacy. Computers and Composition, 25(3), 313–322.
deWinter, Jennifer, Griffin, Daniel, McAllister, Ken S., Moeller, Ryan M., & Ruggill, Judd Ethan. (2010). Computer games across the curriculum: A critical review of an emerging technopedagogy. Currents in Electronic Literacy, 11.
deWinter, Jennifer, Kocurek, Carly, & Nichols, Randall. (2014). Taylorism 2.0: Gamification, scientific management and the capitalist appropriation of play. Journal of Gaming and Virtual Worlds, 6(2), 109–127.
deWinter, Jennifer, McAllister, Ken S., and Ruggill, Judd Ethan. (2010). Evoking the inexpressible: The fine art and business of games. Eludamos: Journal for Computer Game Culture, 4(2), 109–115.
McAllister, Ken S., & Ruggill, Judd Ethan. (2010). "Is he 'avin a laugh?":The importance of fun to virtual play studies. In J. Talmadge Wright, David G. Embrick, & Andras Lukacs (Eds.), Utopic dreams and apocalyptic fantasies: Critical approaches to researching video game play (pp. 43–58). Lanham, MD: Lexington Books/Rowman & Littlefield.
McAllister, Ken S., & Ruggill, Judd Ethan. (2010). No B.S.: The contemporary practice of game education, design, and development. Eludamos: Journal for Computer Game Culture, 4(1), 117–122.
McAllister, Ken S., & Ruggill, Judd Ethan. (2010). "Stay small and keep it all": Making a big splash in boutique game development. Eludamos: Journal for Computer Game Culture, 4(1), 103–107.
McAllister, Ken S., & Ruggill, Judd Ethan. (2011). On the practice of contemporary computer game development: An interview with Ryan Kaufman. Journal of Media Practice, 12(1), 89–93.
Menchaca, David, Ruggill, Judd Ethan, & McAllister, Ken S. (2004). How to run a game night. In Ken S. McAllister (Ed.), Game work: Language, power, and computer game culture (pp. 181–198). Tuscaloosa: University of Alabama Press.
Moberly, Brent, & Moberly, Kevin. (2008). Revising the future: Medieval dystopias in science fiction-themed computer games. Studies in Medievalism, XVI, 159–183.
Moberly, Kevin. (2004). Reality for sale: Role-playing, ideology and multi-user dungeons. Works and Days, 22(1/2), 217–230.
Moberly, Kevin. (2008). Composition, computer games, and the absence of writing. Computers and Composition, 25(3), 284–299.
Moberly, Kevin. (2010). Commodifying scarcity: Society, struggle and spectacle in World of Warcraft. Eludamos: Journal for Computer Game Culture, 4(2), 215–235.
Moberly, Kevin. (2013). Preemptive strikes: Ludology, narratology, and deterrence in computer game studies. In Jason Thompson & Marc Ouellette (Eds.), The game culture reader (pp. 162–174). Newcastle, England: Cambridge Scholars Publishing.
Moberly, Kevin, & Moberly, Brent. (2012). "For your labor I will give you treasure enough": Labor and the third-estate in medieval-themed role-playing and massively-multiplayer role-playing games. In Carol J. Robinson & Pamela Lewiston (Eds.), Neomedievalism in the media: Essays on film, television, and electronic games (pp. 307–338). Lewiston, NY: Edwin Mellen Press.
Moeller, Ryan M., & Moberly, Kevin. (2006). Review of Ken McAllister’s Game work: Language, power and computer game culture. Kairos: a Journal of Rhetoric, Technology, and Pedagogy, 10(2). Retrieved November 18, 2014, from http://english.ttu.edu/kairos/10.2/
Monnens, Devin, Vowell, Zach, Ruggill, Judd Ethan, McAllister, Ken S., & Armstrong, Andrew. (2009). Before it's too late: A digital game preservation white paper. Henry Lowood (Ed.). American Journal of Play, 2(2), 139–166.
Ouellette, Marc, & Thompson, Jason C. (Eds.). (2012). Playing for keeps: Games and cultural resistance [Special issue]. Reconstruction: Studies in Contemporary Culture, 12(2).
Phillips, Delores, & Moberly, Kevin. (2013). Spectacular unhappiness: Social life, narcissistic commodification, and Facebook. Reconstruction: Studies in Contemporary Culture, 13(3/4). Retrieved November 18, 2014, from http://reconstruction.eserver.org/
Ruggill, Judd Ethan, & McAllister, Ken S. (2008). Fluency in play: Computer game design for less commonly taught language pedagogy. Tucson, AZ: Center for Educational Resources in Culture, Language, and Literacy—A U.S. Department of Education Title VI National Foreign Language Resource Center.
Ruggill, Judd Ethan, & McAllister, Ken S. (2011). Gaming matters: Art, science, magic, and the computer game medium. Tuscaloosa: University of Alabama Press.
Ruggill, Judd Ethan, & McAllister, Ken S. (2011). Moving targets: The constant change of mobile game development. Eludamos: Journal for Computer Game Culture, 5(1), 93–98.
Ruggill, Judd Ethan, & McAllister, Ken S. (2012). Testing, testing, one, two, three: Quality assurance and game development. Journal of Gaming and Virtual Worlds, 4(3), 289–295.
Ruggill, Judd Ethan, & McAllister, Ken S. (2013). Against the use of computer games in the classroom: The wickedness of ludic pedagogies. In Jason Thompson & Marc Ouellette (Eds.), The game culture reader (pp. 86–102). Newcastle, England: Cambridge Scholars Publishing.
Ruggill, Judd Ethan, McAllister, Ken S., & Menchaca, David. (2004). The gamework. Communication and Critical/Cultural Studies, 1(4), 297–312.
Stewart, Gavin, Conway, Steven, & Gazzard, Alison. (2013). Gamer studies. Journal of Gaming and Virtual Worlds , 5(2), 113–116.
Thompson, Jason C. (2013). Rhetoric and Rising Sun: The emergence of the war-brother topos. In Jason C. Thompson & Marc Ouellette (Eds.), The game culture reader (pp. 188–209). Newcastle, England: Cambridge Scholars Publishing.
Thompson, Jason C., & Ouellette, Marc. (2013). Introduction: A game studies manifesto. In Jason C. Thompson & Marc Ouellette (Eds.), The game culture reader (pp. 1–13). Newcastle, England: Cambridge Scholars Publishing.
Thompson, Jason C., & Ouellette, Marc (Eds.). (2013). The game culture reader. Newcastle, England: Cambridge Scholars Publishing.
Thompson, Jason, McAllister, Ken, & Ruggill, Judd. (2009). Onward through the fog: Computer game collection and the play of obsolescence. M/C Journal, 12(3).
Works by LGI Members
This section includes a bibliography of scholarly resources and further reading on games written by Learning Games Initiative Members.
Click HereAdvice and Resources
This section provides advice for those who wish to enter the field of game studies. It also describes further resources for those interested in research on games.
Click HereAbout the Interviewer
This section introduces the interviewer, Stephanie Vie (at the University of Central Florida), and describes her work with video and computer games.