from
A Bibliography of Literary Theory, Criticism and
Philology
http://bit.ly/abibliog
by José
Ángel García Landa
(University of Zaragoza, Spain)
Videogames
General
Miscellaneous
Specific
General
Cannon-Bowers,
Jan., and Clint Bowers, eds. Serious Game
Design and Development: Technologies for Training and Learning. Hershey
(PA) and New York: IGI Global – Information Science Reference, 2010.
Perron,
Bernard, and Mark J. P. Wolf, eds. The
Video Game Theory Reader 2. London: Routledge, 2008. Online at Google
Books:
http://books.google.es/books?id=ckKTAgAAQBAJ
2014
Miscellaneous
Arsenault,
Dominic, and Bernard Perron. "6. In the Frame of the Magic Cycle: The
Circles of Gameplay." The Video Game
Theory Reader 2. Ed. Bernard Perron and Mark J. P. Wolf. New York and
London: Taylor and Francis-Routledge, 2009. 109-31.*
https://www.taylorfrancis.com/books/e/9780203887660/chapters/10.4324/9780203887660-12
2020
Online at Academia.*
https://www.academia.edu/35136708/
2020
_____. The Video
Game Theory Reader 2. New York and London: Taylor and Francis –
Routledge, 2009. Reissued, Routledge eBooks, 2013. Online at Academia.*
https://www.academia.edu/119098463/
2024
"La adicción al
videojuego, una enfermedad." El
Mundo (Papel) 4 Jan. 2018: 26.*
http://prensa.unizar.es/noticias/1801/180104_z0_videjuego.pdf
2017
Banks,
Jaime. "Human-Technology Relationality and Self-Network Organization:
Players and Avatars in World of
Warcraft." Ph.D. diss. Colorado State U, 2013.*
https://www.academia.edu/4528351/
2017
_____. "Object-Relation Mapping: A Method for
Analyzing Phenomenal Assemblages of Play." Paper presented at the Annual
Convention of the International Communication Association, 2014. Online at Academia.*
https://www.academia.edu/5958396/
2020
Bareis,
J. Alexander, and Lene Nordrum. How to
Make Believe: The Fictional Truths of the Representational Arts.
(Narratologia, 49). Berlin and Boston: De Gruyter, 2015.* (Introduction, 1-12;
1. Theory; 2. Literature and Film; 3. Theatre and Music; 4. Games).
Bembeneck, Emily Joy. The
Princess is in Another Castle: Multi-Linear Stories in Oral Epic and Video
Games. Ph.D. diss. U of Michigan, 2013.
http://deepblue.lib.umich.edu/handle/2027.42/100055
2014
Ciccoricco,
David. Refiguring Minds in Narrative
Media. (Frontiers of Narrative). Lincoln and London: U of Nebraska P,
2015.* (1. Attention and Perception; 2. Memory and Emotion; Attention,
Psychology and narrative; reading narrative; videogames).
https://www.nebraskapress.unl.edu/product/Refiguring-Minds-in-Narrative-Media,676387.aspx
2015
Curiel Gálvez, África. "El
videojuego como medio narrativo." MA diss. U of Seville, 2015. Online at Academia.*
https://www.academia.edu/28812924/
2017
de Castell,
Suzanne, and Jennifer Jenson, eds. 2nd
International Conference of the Digital Games Research Association (DIGRA) 16th
- 20th June, Vancouver, BC, Canada. Electronic publication, 2005.
http://hdl.handle.net/1892/1607
Demirel,
Enes. "Sosyolojik bir arast1rma nesnesi olarak dijital
oyunlar." Sosyoloji Arast1rmalar1 Dergisi 25.2
(2022): 278-298.* (Sociological perspective on videogame research).
https://dergipark.org.tr/tr/pub/sosars/issue/69705/1111375
2022
Semantic
Scholar:
https://www.semanticscholar.org/paper/SOSYOLOJ%C4%B0K-B%C4%B0R-ARA%C5%9ETIRMA-NESNES%C4%B0-OLARAK-D%C4%B0J%C4%B0TAL-Demi%CC%87rel/d79e44e7c815372b495c49e4b64611b29b042517
Domsch,
Sebastian. "Hearing Storyworlds: How Video Games Use Sound to Convey
Narrative." In Audionarratology:
Interfaces of Sound and Narrative. Ed. Jarmila Mildorf and Till Kinzel.
Berlin and Boston: Walter de Gruyter, 2016. 185-98.*
Online at Academia.*
https://www.academia.edu/37187221/
2021
Drescher, Frederik R. "Narrative Games: A
Ludo-Narratological Examination of Video Games." Academia (2018).*
https://www.academia.edu/37134460
2018
Frasca, G. Videogames of the Oppressed: Videogames as a
Means for Critical Thinking and Debate. MA diss., School of Literature,
Communication and Cultuure, Georgia Institute of Technology, 2001.
http://www.ludology.org/articles/thesis
_____.
"Ephemeral Games: Is It Barbaric to Design Videogames after
Auschwitz?" In CyberText Yearbook
2000. U of Jyvakyla, Finland: Research Centre for Contemporary Culture,
2000.
http://www.ludology.org/articles/ephemeralFRASCA.pdf
Felipe Campillo, Francesc. "Modelos de veracidad en la
cultura digital: Google News y los videojuegos históricos." In El
ecosistema digital: Modelos de comunicación, nuevos medios y público en
Internet. Ed. Guillermo López García. Valencia: Servei de Publicacions, U
de Valencia, 2005. CD/PDF.
http://www.uv.es/demopode/libro1/
2005-11-09
Galloway,
A. R. "Social Realism in Gaming." Game
Studies 4.1 (2004):
http://www.gamestudies.org/0401/galloway/
2004
García Landa, José Ángel. "Avatar." Rev. of
James Cameron's film. In García Landa, Vanity
Fea 1 Jan. 2010.*
http://vanityfea.blogspot.com/2010/01/avatar.html
2010
_____. "El juego de Ender: La realidad flojea." In García Landa, Vanity Fea 3 June 2010.*
http://vanityfea.blogspot.com/2010/06/el-juego-de-ender.html
2010
_____.
"El Juego de Ender: La realidad flojea." Ibercampus (Vanity Fea) 2 June 2020.*
https://www.ibercampus.es/el-juego-de-ender-la-realidad-flojea-39671.htm
2020
_____.
"El Juego de Ender: La realidad
flojea." Academia 9 June 2020.*
https://www.academia.edu/43299008/
2020
_____. "El Juego de Ender: La realidad flojea." In García
Landa, Vanity Fea 20 July 2020.*
https://vanityfea.blogspot.com/2020/07/el-juego-de-ender-1977-1985-es-una-de.html
2020
Gobel, S.,
U. Spierling, A. Hoffmann, I. Iurgel, O. Schneider, J. Dechau and A. Feix. Technologies
for Interactive Digital Storytelling and Entertainment (Proceedings of the 2nd
International Conference on Technologies for Interactive Digital Storytelling
and Entertainment, TIDSE'04). 24-26 June, Darmstadt, Germany. Springer,
2004.
González García, Javier. "New Technologies of
Time Manipulation." Rupkhata Journal
on Interdisciplinary Studies in Humanities 10.2 (2018): 1-16.*
https://dx.doi.org/10.21659/rupkatha.v10n2.01
http://rupkatha.com/V10/n2/v10n201.pdf
2018
Greenfield,
P. M. "Video Games as Tools of Cognitive Socialization." Proceedings of Computers, Cognition and
Epistemology: An International Symposium. Sandbjerg Slot, Denmark, April
1987.
Guelton, Bernard. "Récits interactifs en
mobilité et horizons spatio-temporels." 2018. Online at Academia.*
https://www.academia.edu/38803460/
2020
Huaxin Wei. Analyzing
the Game Narrative: Structure and Technique. Ph.D. diss. Burnaby (BC,
Canada): Simon Fraser U, 2011. Online at Academia.*
https://www.academia.edu/35539670/
2017
Jenkins, Henry. Fans, Bloggers and Gamers. 2006.
Juul,
Jesper. Half-Real: Video Games between
Real Rules and Fictional Worlds. Cambridge (MA): MIT Press, 2005.
http://www.half-real.net/
2005-12-08
Kinder,
Marsha. Playing with Power in Movies,
Television, and Video Games: From Muppet Babies to Teenage Mutant Ninja
Turtles. Berkeley: U of California P, 1991.
Klosinski, Michal, and Krzysztof M. Maj, eds. Dyskursy gier wideo. (Perspektywy Ponowoczesnosci,
7). Wroclaw: Osrodek Badawczy Facta Ficta, 2019. Online at Academia.*
https://www.academia.edu/44790090/
2021
Lee, S.
"'I Lose, Therefore I Think': A Search for Contemplation amid Wars of
Push-Button Glare." Game Studies
3.2 (2003):
http://www.gamestudies.org/0302/lee
López
Muñoz, Eugenia. "10. Sexismo, violencia y juegos
electrónicos." In El sustrato
cultural de la violencia de género: Literatura, arte, cine y videojuegos.
Ed. Ángeles de la Concha. (Perspectiva feminista). Madrid: Síntesis, 2010.
Løvlie, Anders Sundnes. "End of Story? Quest, Narrative
and Enactment in Computer Games." PDF.*
http://www.waikato.ac.nz/film/2005papers/319B/docs/Lovlie.pdf
2005-09-25
Maj,
Krzysztof M., and Michał Kłosiński. "Przyczajony dyskurs, ukryta narracja. W
stronę uświadomionego interdyscyplinarnie groznawstwa." In Dyskursy gier wideo (=Video game
discourses). Ed. Michał
Kłosiński and Krzysztof M. Maj. Kraków: Ośrodek Badawczy Facta Ficta (Research
Centre Facta Ficta), 2019.*
https://www.academia.edu/40358052/
2019
_____, eds. Dyskursy gier wideo
(=Video game discourses). (Perspektywy Ponowoczesnoszi, 8) Kraków: Ośrodek
Badawczy Facta Ficta (Research Centre Facta Ficta), 2019. Online at Academia.*
https://www.academia.edu/40357615/
2019
Martín Ibáñez, Eva Rosario. "La
dimensión narrativa de los videojuegos First Person Shooter (FPS)." PhD. Diss.
U Complutense de Madrid, 2017. Online at Academia.*
https://www.academia.edu/41957074/
2020
McDaniel,
Rudy, Stephen M. Fiore and Denise Nicholson. "Chapter 2: Serious
Storytelling: Narrative Considerations for Serious Game Researchers and
Developers." From Serious Game
Design and Development: Technologies for Training and Learning. Ed. Jan
Cannon-Bowers and Clint Bowers (both U of Central Florida). Hershey (PA) and
New York: IGI Global – Information Science Reference, 2010. 13-30.* (Fallout 3).
https://www.academia.edu/3973183/
2021
Meakin,
Eoghain, Brian Dixon and Murat Akser. "Playing Games with Gadamer:
Language for the Player and Protagonist's Interpretive Journey." Game
Studies: The International Journal of Computer Game Research 23.3 (Dec.
2023): 1-12.*
https://gamestudies.org/2303/articles/meakin_dixon_akser
2024
ResearchGate.*
https://www.researchgate.net/publication/377438855
2024
Meifert-Menhar,
Felicitas. (Munich). "Emergent Narrative, Collaborative Storytelling:
Toward a Narratological Analysis of Alternate Reality Games." In Beyond Classical Narration: Transmedial and
Unnatural Challenges. Ed. Jan Alber and Per Krogh Hansen. Berlin and
Boston: De Gruyter, 2014. 161-77.*
Molina Pos,
Juan Ramón. "Interactuando con el miedo: Terrorismo internacional y armas
de destrucción masiva en la trilogía Call
of Duty: Modern Warfare y Battlefield
3." In La década del miedo:
Dramaturgias audivisuales pos-11 de septiembre. Ed. Marta Fernández Morales. Bern: Peter Lang,
2013. 153-84.*
Murray,
Janet H. Hamlet on
the Holodeck: The Future of Narrative in Cyberspace. New York: Free Press, 1997.
_____. Hamlet on the Holodeck: The Future of
Narrative in Cyberspace Cambridge (MA): MIT Press, n.d.* (Narrative,
Shakespeare, videogames, computers and literature, Internet, virtual reality,
immersion).
Nae, Andrei. "Immersion at the Intersection of
Technology, Subjectivity, and Culture: An Analysis of Silent Hill 2." Acta Univ. Sapientiae: Film and Media Studies
13 (2016): 7-19.*
DOI: 10.1515/ausfm-2016-0011
http://www.acta.sapientia.ro/acta-film/C13/film13-01.pdf
2021
Online
at Academia.*
https://www.academia.edu/45176736/
2021
Nanamaker, Benjamin. Emergent Gameplay: The Limits of Ludology
and Narratology in Analyzing Video Game Narrative
http://hdl.handle.net/1811/5884
2009
Neitzel,
Britta. "Levels of Play and Narration." In Narratology beyond Literary Criticism: Mediality-Disciplinarity.
Ed. Jan Christoph Meister with Tom Kindt and Wilhelm Schernus. Berlin and New
York: Walter de Gruyter, 2005. 45-64.* (Computer games).
Nitsche,
Michael. (Georgia Institute of Technology; michael.nitsche@lcc.gatech.edu) "Mapping Time in Video Games." Situated Play: Proceedings of DiGRA 2007
Conference. 145-51.* (Digital Games Research Association).
http://s3.amazonaws.com/academia.edu.documents/30941363/Nitsche_DiGRA_07.pdf
2016
_____. "Mapping Time in Video Games." From Situated Play: Proceedings of DIGRA
Conference, 2007. Online at Academia.*
https://www.academia.edu/2976335/
2019
_____. "Focalization in 3D Videogames."
Online at Academia.*
https://www.academia.edu/2976329/
2019
Parra
Bravo, Cristian. "Aesthetics, Engagement, and Narration: Temporal
Constraint as an Articulator of Ludo-Narrative Time." Games and Culture
(17 Oct. 2023).*
https://doi.org/10.1177/15554120231206429
https://journals.sagepub.com/doi/10.1177/15554120231206429
2023
Peinado, F., P. P. Gómez-Martín, and M.
A., Gómez-Martín. "A
Game Architecture for Emergent Story-Puzzles in a Persistent World". In 2nd International Conference of the Digital
Games Research Association (DIGRA) 16th - 20th June, Vancouver, BC, Canada. Ed.
Suzanne de Castell and Jennifer Jenson. Electronic publication, 2005.
http://hdl.handle.net/1892/1607
Peinado, F., and M. Santorum. "Juego
Emergente: ¿Nuevas Formas de Contar Historias en Videojuegos?." La Revista Icono 14 4 (2005). Electronic publication. (PDF in Federico Peinado's
website, http://www.fdi.ucm.es/profesor/fpeinado/).
http://www.icono14.net/revista/
Perron, Bernard, coed. The Routledge Companion to Video Game Studies. London: Routledge,
2014.
_____, ed. Horror
Video Games: Essays on the Fusion of Fear and Play. McFarland, 2009.
Perron,
Bernard, and Mark J. P. Wolf, eds. The Video Game Theory Reader 2. New York
and London: Taylor and Francis – Routledge, 2009. Reissued, Routledge eBooks,
2013. Online
at Academia.*
https://www.academia.edu/119098463/
2024
Querol Sanz, José Manuel.
"Videojuego: Modelos de dependencia literaria (ideología y
paraliteratura)." In Literatura y
Multimedia. Ed. J. Romera Castillo et al. Madrid: Visor, 1997. 357-65.*
Ryan,
Marie-Laure. "From Narrative Games to Playable Stories: Toward a Poetics
of Interactive Narrative." Storyworlds
1 (2009).
_____. Narrative as Virtual Reality: Immersion and
Interactivity in Literature and Electronic Media. Baltimore: Johns Hopkins UP, 2001.
_____. La narración como realidad virtual: La inmersión y la interactividad en
la literatura y en los medios electrónicos. Barcelona: Paidos, 2004.
Smith,
J. H., and S. Egenfelt-Nielsen. "The Six Myths of Computer Gaming." Game Research (2002):
http://www.game-research.com/art_myths_of_gaming.asp
Téllez Alarcia, Diego, and Diego
Iturriaga Barco. "Videojuegos y aprendizaje de la historia: La saga Assassin's Creed." Contextos Educativos 17 (2014): 145-55.*
Thabet, Tamer. Video Game Narrative and Criticism: Playing
the Story. (Palgrave Pivot). Houndmills and New York: Palgrave Macmillan,
2015.* Online preview at Google Books:
http://books.google.es/books?id=8RznBgAAQBAJ
2015
Tortolero Cervantes, Xóchitl.
"Estructuras narrativas lúdicas: un soporte para artistas digitales."
Ph.D. diss. U Politécnica de Valencia, 2013. Online at RiuNet.*
https://riunet.upv.es/handle/10251/31122
http://hdl.handle.net/10251/31122
https://riunet.upv.es/bitstream/10251/31122/1/tesis_completa_impresion.pdf
2021
Tosca,
Susana P. "Videojuegos: el entretenimiento del tercer milenio." In Género y cultura popular. Ed Isabel
Clúa. Bellaterra: Edicions UAB, 2008.
Walker
Rettberg, Jill, and Hilde G. Corneliussen, eds. Digital Culture, Play, and Identity: A World
of Warcraft Reader. Cambridge (MA): MIT Press, 2008.
Wei, Huaxin. "Analyzing the Game Narrative:
Structure and Technique." Ph.D. diss. Simon Fraser U, 2011.*
https://www.academia.edu/64165005/
2021
Woods, S.
"Loading the Dice: The Challenge of Serious Videogames." Game Studies 4.1 (2004):
http://www.gamestudies.org/0401/woods/
Anthologies
Perron, Bernard, coed. The Video Game Theory Reader. London: Routledge, 2003.
_____, coed. The Video Game Theory Reader 2. London: Routledge, 2009.
Audio
Roberts, Russ. "Frank Rose on Storytelling and
the Art of Immersion." Audio interview. EconTalk 10 Oct. 2011.*
https://www.econtalk.org/frank-rose-on-storytelling-and-the-art-of-immersion/
2022
Blogs
The Brainy Gamer: Thoughtful Conversation about
Video Games.
(Michael Abbott).
http://www.brainygamer.com/
2008
Games and Narrative.
http://gamesandnarrative.net/
2015
The Gaming Philosopher. Blog on roleplaying games and
interactive fiction (Victor Gijsbers, Utrecht, Netherlands).
http://gamingphilosopher.blogspot.com/
2007
GrandTextAuto (Mary Flanagan, Michael Mateas, NickMontfort,
Scott Rettberg, Andrew Stern, and Noah Wardrip-Fruin)
http://grandtextauto.gatech.edu/
2006
Videojuegos y sociedad. Blog. (Daniel
Jiménez).
http://videojuegosysociedad.com/
2008
Films
Existenz. Written and dir. by
David Cronenberg. Cast: Jennifer Jason Leigh, Jude Law. USA: Alliance Atlantis
/ Serendipity Point Films, 1999.
_____.
Existenz. Spanish VHS. Columbia
Tristar Home Video, 2000.*
Literature
Card, Orson
Scott. "Ender's Game." Story. Analog
(August 1977). (Campbell Award for new authors 1978).
_____. Ender's Game. Novel. 1985. (Nebula Award
1985; Hugo Award 1986)
_____. El juego de Ender. (Nova ciencia ficción 0). Barcelona: Ediciones
B.
_____. El juego de Ender.
Trans. José María Rodelgo and Antonio Sánchez. Foreword by Miquel Barceló. Barcelona: Círculo de Lectores, 1989.*
Series
(Landmark
Video Games). Series
ed. Bernard Perron. Ann Arbor: U of Michigan P, c. 2012.
Video
Caballero, Vander. "VR as the ultimate
storytelling tool." YouTube
(Stanford) 28 May 2016.*
https://youtu.be/llmJwKZTekA
2016
Deleyto,
Celestino. "Psychoanalysis and Audiovisual Culture: A Conversation with
Professor Caroline Bainbridge." Video interview, 22 April 2021. YouTube (Cosmopolitan Spaces in Cinema
Research Project) 2021.* (Videogames,
immersion).
https://youtu.be/vAAHTdVO4b4
2022
Perron,
Bernard. "Jeux vidéo d'épouvante: concevoir la peur vidéoludique." Lecture at the École Normale
Supérieure. YouTube (École Normale
Supérieure) 1 April 2016.*
https://youtu.be/JpITnRPZ2U4
2016
See also
Computer games; Games and Play.
Specific
games
Abscondita
Sapientia
Alone
in the Dark
Amnesia
Assassin's Creed
Téllez Alarcia, Diego, and Diego
Iturriaga Barco. "Videojuegos
y aprendizaje de la historia: La saga Assassin's
Creed." Contextos Educativos 17 (2014): 145-55.*
Films
Assassin's Creed. Dir.
Justin Kurzel. Based on the videogame series Assassin's Creed. Cast: Michael Fassbender, Marion Cotillard,
Jeremy Irons, Charlotte Rampling, Brendan Gleeson. USA, 2016.
Bloons
Tower Defence
Call of Duty
Molina Pos, Juan Ramón. "Interactuando con el miedo: Terrorismo internacional y armas
de destrucción masiva en la trilogía Call
of Duty: Modern Warfare y Battlefield
3." In La década del miedo:
Dramaturgias audivisuales pos-11 de septiembre. Ed. Marta Fernández Morales. Bern: Peter Lang,
2013. 153-84.*
Dota 2
Dragon Age II
Thorbjargardóttir, Borghildur.
"The Illusion of Choice: Interactive Narration in Dragon Age II." BA diss. U of Iceland, 2017.*
https://skemman.is/bitstream/1946/27128/1/Borghildur%C3%9Eorbjargard%C3%B3ttir-BA-IllusionOfChoice-2017.pdf
2017
Fallout 3
McDaniel,
Rudy, Stephen M. Fiore and Denise Nicholson. "Chapter 2: Serious
Storytelling: Narrative Considerations for Serious Game Researchers and
Developers." From Serious Game
Design and Development: Technologies for Training and Learning. Ed. Jan
Cannon-Bowers and Clint Bowers (both U of Central Florida). Hershey (PA) and
New York: IGI Global – Information Science Reference, 2010. 13-30.* (Fallout
3).
https://www.academia.edu/3973183/
2021
Final Fantasy
González Taboada, Pablo. Final Fantasy: La leyenda de los cristales. Palma de Mallorca: Dolmen, 2013. 2nd
ed. 2013.*
Game
of Thrones
Schröter, Felix. "Sworn Swords
and Noble Ladies: Female Characters in Game of Thrones Video
Games." From Women of Ice and Fire: Gender, Game of Thrones, and Multiple Media Engagements. 2016.
Online at Academia.*
https://www.academia.edu/46914090/
2022
God of War
Ciccoricco, David. "Games of Interpretation and a
Graphophiliac God of War." In Intermediality
and Storytelling. Ed. Marina Grishakova and Marie-Laure Ryan. Berlin and
New York: De Gruyter, 2010. 232-57.* (God
of War videogame).
The
Last of Us
Medal of Honor
Video
Skynea History. "MOH: Frontline History 2."
Video. YouTube (Skynea History) 20 Aug. 2022.* (Medal of Honor)
https://youtu.be/PgCfQfU0jzA
2024
Myst
Internet
resources
MYSTlore
http://www.mystlore.com/
2008
Planescape
Torment
Silent Hill
Perron, Bernard. Silent Hill: The Terror Engine. (Landmark Video Games). Ann Arbor:
U of Michigan P, 2012.
_____. Silent
Hill. Questions Théoriques, 2016.
Ramos Ibarra, Martha S. Proposal for the Analysis of a Video Game, a
Film, and Their Relationship (Silent Hill
as a Subject of the Horror Genre). M.A. diss. U
Autònoma de Barcelona, 2012. Online at Recercat.*
http://www.recercat.net/bitstream/handle/2072/203999/MSRITesina2012Imprimir33.pdf?sequence=1
2013
Online at
Dipòsit Digital de Documents de la UAB.*
https://ddd.uab.cat/pub/trerecpro/2012/hdl_2072_203999/MSRITesina2012Imprimir33.pdf
2022
Silent Hill 2
Nae, Andrei. "Immersion at the Intersection of
Technology, Subjectivity, and Culture: An Analysis of Silent Hill 2." Acta Univ. Sapientiae: Film and Media Studies
13 (2016): 7-19.*
DOI: 10.1515/ausfm-2016-0011
http://www.acta.sapientia.ro/acta-film/C13/film13-01.pdf
2021
Online
at Academia.*
https://www.academia.edu/45176736/
2021
The Stanley Parable
Schubert, Stefan. "Playing with
(Meta)Fictionality and Self-Reflexivity in the Video Game The Stanley Parable." In Fictionality,
Factuality, and Reflexivity Across Discourses and Media. Ed. Erika Fülöp et
al. Berlin and Boston: de Gruyter, 2021. 212-28.*
https://doi.org/10.1515/9783110722031-014
2021
Tomb Raider
Moreno
Álvarez, Alejandra. "Can the Cyborg Speak? From Ms. Frankenstein to Ms.
Croft." In AEDEAN XXX: Proceedings
of the 30th International AEDEAN Conference. [Huelva, 2006]. Ed. María Losada Friend et al. Huelva: U de
Huelva, 2007.*
World of Warcraft
Banks,
Jaime. "Human-Technology Relationality and Self-Network Organization:
Players and Avatars in World of
Warcraft." Ph.D. diss. Colorado State U, 2013.*
https://www.academia.edu/4528351/
2017
Walker
Rettberg, Jill, and Hilde G. Corneliussen, eds. Digital Culture, Play, and Identity: A World
of Warcraft Reader. Cambridge
(MA): MIT Press, 2008.