Newly Added (4/4/14)

Alexander, L. (2014, March 20). Practical advice about queer characters in games. Gamasutra. Retrieved from http://www.gamasutra.com/view/news/213613/Practical_advice_about_queer_characters_in_games.php

Hillier, B. (2014, March 17). What really happened to THQ’s unfinished games? VG24/7. Retrieved from http://www.vg247.com/2014/03/17/what-really-happened-to-thqs-unfinished-games/

Naziripour, M. (2014, February 26). The awfulness and the importance of the dress-up game. Kill Screen. Retrieved from http://killscreendaily.com/articles/articles/feature/awfulness-and-importance-dress-game/

Asher & Greg. (2014). The rip-offs & making our original game [Web log post]. Retrieved from http://asherv.com/threes/threemails/

Frank, J. (2014, March 27). The Rolodex. Gamasutra. Retrieved from http://gamasutra.com/blogs/JennFrank/20140327/214022/The_Rolodex.php

Breault, C. (2014, February 24). How do you make an RPG after Dark Souls? Kill Screen. Retrieved from http://killscreendaily.com/articles/articles/feature/how-do-you-make-rpg-after-dark-souls/

Köller, J. (2013, October 27). Wordplay: Jon Ingold. Haywire Magazine. Retrieved from http://www.haywiremag.com/?p=3180

Ellison, C. (2014, March 31). Embed with… Tim Rogers. Retrieved from http://embedwith.tumblr.com/post/81279812167/embed-with-tim-rogers

Beirne, S. (2013, November 21). The lost art of conversation. Gameranx. Retrieved from http://www.gameranx.com/features/id/18911/article/the-lost-art-of-conversation

Allen, S. (2014). Sore thumbs [Web log post]. Retrieved from http://samanthaleighallen.com/sorethumbs/

Alexander, L. (2014, March 31). Threes, clones and cornflakes: A view on ‘casual games’. Gamasutra. Retrieved from http://www.gamasutra.com/view/news/214122/Threes_clones_and_cornflakes_A_view_on_casual_games.php

Beirne, S. (2014, February 13). Flappergasted by videogame’s colonialism [Web log post]. Retrieved from http://normallyrascal.wordpress.com/2014/02/13/flappergasted-by-videogames-colonialism/

Campster. (2014, January 24). Errant Signal—The Novelist [video]. YouTube. Retrieved from http://www.youtube.com/watch?v=8VThsdoxwgc&list=UUm4JnxTxtvItQecKUc4zRhQ

Cox, K. (2011, June 20). The gamer’s gaze, part 1 [Web log post]. Retrieved from http://www.your-critic.com/2011/06/gamers-gaze-part-1.html

Cox, K. (2011, June 29). The gamer’s gaze, part 2 [Web log post]. Retrieved from http://www.your-critic.com/2011/06/gamers-gaze-part-2.html

Mason, S. (2014, March 26). The velvet ropes of GDC [Web log post]. Retrieved from http://cerebralarcade.com/2014/03/26/the-velvet-ropes-of-gdc/

Rath, R. (2014, March 28). Tom Clancy: Red Storm Rises. The Escapist. Retrieved from http://www.escapistmagazine.com/articles/view/columns/criticalintel/11211-Tom-Clancy-Red-Storm-Rises

Croshaw, B. (2014, January 29). Zero puntuation: Broken Age [video]. EscapistMagazine. Retrieved from http://www.escapistmagazine.com/videos/view/zero-punctuation/8744-Broken-Age

Edge Staff. (2014, February 6). No Man’s Sky: How a four-person team from Guildford strode forth to create an entire universe. Edge Online. Retrieved from http://www.edge-online.com/features/no-mans-sky-how-a-four-person-team-from-guildford-strode-forth-to-create-an-entire-universe/

Galanakis, R. (2014, February 19). Agile game development is hard [Web log post]. Gamasutra. Retrieved from http://www.gamasutra.com/blogs/RobGalanakis/20140219/211185/Agile_Game_Development_is_Hard.php?print=1

Myers, M. (2014, March 28). Hyper mode: GDC diaries, part one. Paste Magazine. Retrieved from http://www.pastemagazine.com/articles/2014/03/hyper-mode-gdc-diaries-part-one.html

Myers, M. (2014, March 31). Hyper mode: GDC diaries, part two. Paste Magazine. Retrieved from http://www.pastemagazine.com/articles/2014/03/hyper-mode-gdc-diaries-part-two-1.html

Haines, R. (2013, April 23). Gratifying play. Unwinnable. Retrieved from http://www.unwinnable.com/2013/04/23/gratifying-play/

Javy. (2014, March 11). Some thought on the tiny world of video game journalism [Web log post]. Retrieved from http://antagonizethehorn.com/2014/03/11/some-thoughts-on-the-tiny-world-of-video-game-journalism/

Yang, R. (2014, February 9). An alternate history of Flappy Bird: “we must cultivate our garden” [Web log post]. Retrieved from http://www.blog.radiator.debacle.us/2014/02/an-alternate-history-of-flappy-bird-we.html?m=1

Reiner, A. (2014, February 12). Fall of the empire: How inner turmoil brought down LucasArts. GameInformer. Retrieved from http://www.gameinformer.com/b/features/archive/2014/02/12/fall-of-the-empire-how-inner-turmoil-brought-down-a-legendary-studio.aspx

Rose, M. (2014, February 10). Video games and gun violence: A year after Sandy Hook. Gamasutra. Retrieved from http://www.gamasutra.com/view/feature/210322/video_games_and_gun_violence_a_.php?page=1

Taylor, I. (2014, January 6). Where the game industry fails actors: An interview with Amanda Strawn. Gameranx. Retrieved from http://www.gameranx.com/features/id/19666/article/an-interview-with-amanda-strawn/

Walker, J. (2014, February 3). Editorial: Why games should enter the public domain. Rock, Paper, Shotgun. Retrieved from http://www.rockpapershotgun.com/2014/02/03/editorial-why-games-should-enter-the-public-domain/

Gaynor, S. (2014, February 3). Copyright, trademark & money in a creative industry [Web log post?]. Retrieved from http://pastebin.com/eiKaV8Rq

Carlton, D. (2014, February 8). Games and copyright [Web log post]. Retrieved from http://malvasiabianca.org/archives/2014/02/games-and-copyright/

Duncan, A. (2014, January 27). That wasn’t supposed to be a choice: Metafiction and the Stanley Parable [Web log post]. Retrieved from http://theanimistblog.wordpress.com/2014/01/27/that-wasnt-supposed-to-be-a-choice-metafiction-and-the-stanley-parable/

Chambers, B. (2014, February 7). A review of The Wolf Among Us, Episode 2: Smoke and Mirrors. Also, thoughts on brothels. The Mary Sue. Retrieved from http://www.themarysue.com/the-wolf-among-us-episode-2-review/

Keogh, B. (2014, February 11). On Flappy Bird games culture and the problem with innovation. Unwinnable. Retrieved from http://www.unwinnable.com/2014/02/11/flappy-bird/

Warren, C. (2014, February 10). 28 days of fame: The strange, true story of ‘Flappy Bird’. Mashable. Retrieved from http://mashable.com/2014/02/10/flappy-bird-story/

McCarter, R. (2014, March 25). Missing representation and Infamous: Second Son. Digital Love Child. Retrieved from http://digitallovechild.com/2014/03/25/missing-representation-and-infamous-second-son/

Keogh, B. (2014, March 30). Games evangelists and naysayers. The Conversation. Retrieved from https://theconversation.com/games-evangelists-and-naysayers-25006

Taylor, B. (2014, January 31). Gaming about architecture with Metro: Last Light. Paste Magazine. Retrieved from http://www.pastemagazine.com/articles/2014/01/gaming-about-architecture-with-metro-last-light.html

Games and Education

EpicSteve. (2013, May 11). How the army uses videogames to train soldiers for war. Giantbomb. Retrieved from http://www.giantbomb.com/profile/epicsteve/blog/how-the-army-uses-videogames-to-train-soldiers-for/100871/

Goodwin, J. (2013, June 12). Leon loves tetris. Electron dance. Retrieved from http://www.electrondance.com/leon-loves-tetris/

Hocking, C. (2010, February 10). Didacticism in game design [Web log post]. Retrieved from http://www.clicknothing.com/click_nothing/2010/02/didacticism-in-game-design.html

Keogh, B. (2014, March 30). Games evangelists and naysayers. The Conversation. Retrieved from https://theconversation.com/games-evangelists-and-naysayers-25006

Reviews

Allen, S. (2013, August). Dragon’s Crown review [Web log post]. Retrieved from http://unpitchable.tumblr.com/post/57535594532/dragons-crown-review

Croshaw, B. “Y.” (2012, August 12). Zero punctuation: Sleeping Dogs [Video]. Escapist Magazine. Retrieved from http://www.escapistmagazine.com/videos/view/zero-punctuation/6224-Sleeping-Dogs

Croshaw, B. “Y.” (2013, March 20). Zero punctuation: Tomb Raider [Video]. Escapist Magazine. Retrieved from http://www.escapistmagazine.com/videos/view/zero-punctuation/7025-Tomb-Raider

Hamilton, K. (2011, March 21). Dragon Age 2 review (multi-platform). Paste Magazine. Retrieved from http://www.pastemagazine.com/articles/2011/03/dragon-age-2-review-multi-platform.html

Hamilton, K. (2011, April 26). Portal 2 review (multi-platform). Paste Magazine. Retrieved from http://www.pastemagazine.com/articles/2011/04/portal-2-review-multi.html

Hamilton, K. (2011, May 31). Review: L. A. Noire. Kill Screen. Retrieved from http://killscreendaily.com/articles/reviews/review-l-noire/

Hillier, B. (2011, December 6). TGS 2011 All aboard the Sony boat. VG24/7. Retrieved from http://www.vg247.com/2011/10/13/tgs-2011-all-aboard-the-sony-boat/

Schreier, J. (2013, December 18). Video game review scores, ranked. Kotaku. Retrieved from http://kotaku.com/i-realize-this-is-going-to-be-met-with-a-lot-of-animosi-1485991109

Wilson, C. (2011, June 14). MetaCritique: Ratings & the inner circle. Split-screen.net. Retrieved from http://www.split-screen.net/features/metacritique-ratings-the-inner-circle

Game Studies

AVB. (2013, July 17). Craft and form [Web log post]. Retrieved from http://mammonmachine.com/post/55695607522/craft-and-form

Campster. (2013, September 16). Ludonarrative dissonance & game vocabulary criticism [Web log post]. Retrieved from http://www.errantsignal.com/blog/?p=543

Duncan, A. (2014, January 27). That wasn’t supposed to be a choice: Metafiction and the Stanley Parable [Web log post]. Retrieved from http://theanimistblog.wordpress.com/2014/01/27/that-wasnt-supposed-to-be-a-choice-metafiction-and-the-stanley-parable/

Filipowich, M. (2013, November 29). From game to play: Roland Barthes, videogames and criticism [Web log post]. Retrieved from http://big-tall-words.com/2013/11/29/from-game-to-play/

Gach, E. (2013, August 14). From dissonance to gameisms [Web log post]. Retrieved from http://gamingvulture.com/2013/08/14/from-dissonance-to-gameisms/

Golding, D. (2014, January 27). Game studies is weird [Web log post]. Retrieved from http://dangolding.tumblr.com/post/74687930549/games-studies-is-weird

Goodwin, J. (2013, June 12). Leon loves tetris. Electron dance. Retrieved from http://www.electrondance.com/leon-loves-tetris/

Hawreliak, J. (2013, September 11). Modal rhetoric. First Person Scholar. Retrieved from http://www.firstpersonscholar.com/modal-rhetoric/

Hocking, C. (2007, October 7). Ludonarrative dissonance in Bioshock [Web log post]. Retrieved from http://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html

Joseph, D. (2014, January 24). Just what is a game studies anyways [Web log post]. Retrieved from http://dropouthangoutspaceout.tumblr.com/post/74407249558/just-what-is-a-game-studies-anyways

Sylvain L. (2013, March 23). Videogames as possibilities [Web log post]. Retrieved from http://uncannypostcards.blogspot.ca/2013/03/videogames-as-possibilities.html

Wheeldon, J. (2013, November 10). Video games, texts, and interpretation. Push Select. Retrieved from http://www.pushselectmagazine.com/2013/11/10/video-games-texts-and-interpretation/

Rhetorical Situation

Allen, S. (2014, January 5). Diary of a western videogame protagonist. BorderHouse. Retrieved from http://borderhouseblog.com/?p=11663

Brice, M. (2013, January 17). Would you kindly [Web log post]. Retrieved from http://www.mattiebrice.com/would-you-kindly/

Brice, M. (2013, October 29). Death of the player [Web log post]. Retrieved from http://www.mattiebrice.com/death-of-the-player/

Campster. (2014, January 24). Errant Signal—The Novelist [video]. YouTube. Retrieved from http://www.youtube.com/watch?v=8VThsdoxwgc&list=UUm4JnxTxtvItQecKUc4zRhQ

Elise, T. (2013, November 26). Who is the author of a game? [Web log post]. Gamasutra. Retrieved from http://www.gamasutra.com/blogs/TrinhElise/20131126/202692/Who_is_the_author_of_a_game.php

Filipowich, M. (2013, November 29). From game to play: Roland Barthes, videogames and criticism [Web log post]. Retrieved from http://big-tall-words.com/2013/11/29/from-game-to-play/

Hamilton, M. (2013, September 1). Every player is an author [Web log post]. Retrieved from http://maryhamilton.co.uk/2013/09/every-player-is-an-author/

Hocking, C. (2007, August 10). On authorship in games [Web log post]. Retrieved from http://clicknothing.typepad.com/click_nothing/2007/08/on-authorship-i.html

Keogh, B. (2014, February 11). On Flappy Bird games culture and the problem with innovation. Unwinnable. Retrieved from http://www.unwinnable.com/2014/02/11/flappy-bird/

Medium or Media

Bartlett, M. & Swift, S. (2013, October 1). How to destroy everything, or, why video games do not exist (and how this is great for everyone). Transcript of a presentation at the 2013 annual meeting of the Freeplay Independent Games Festival. Retrieved from http://samcrisp.tumblr.com/post/62718211352/how-to-destroy-everything-or-why-video-games-do-not

Brice, M. (2013, November 14). End the video supremacy of games [Web log post]. Retrieved from http://www.mattiebrice.com/end-the-video-supremacy-of-games/

Burns, M. S. (2013, April 27). Our immiscible future [Web log post]. Retrieved from http://www.magicalwasteland.com/mw/2013/4/27/our-immiscible-future.html

Dinicola, N. (2013, July 30). The problem with emergent stories in video games. PopMatters. Retrieved from http://www.popmatters.com/column/173580-the-problem-with-emergent-stories-in-video-games/

Kazemi, D. (2013, May 3). Fuck videogames [Web log post]. Retrieved from http://tinysubversions.com/fuckvideogames/#slide1

Myers, M. (2013, July 2). Hyper mode: Videogame the movie. Paste Magazine. Retrieved from http://www.pastemagazine.com/articles/2013/07/hyper-mode-videogames-the-movie.html

Polansky, L. (2013, May 9). The edge of the ocean: Cartography in game design. http://www.bitcreature.com/criticism/the-edge-of-the-ocean/

Wheeldon, J. (2013, November 10). Video games, texts, and interpretation. Push Select. Retrieved from http://www.pushselectmagazine.com/2013/11/10/video-games-texts-and-interpretation/

Wilson, C. (2011, January 14). Minecraft vs Team Fortress 2. Split-screen.net. Retrieved from http://www.split-screen.net/features/minecraft-vs-team-fortress-2

Criticism and Materiality

Christiansen, P. (n. d.). Technoscience in virtual worlds [Web log post]. Play the past. Retrieved from http://www.playthepast.org/?p=4053

Duncan, A. (2013, June 22). Journey and the reinterpretation of the game space [Web log post]. Retrieved from http://theanimistblog.wordpress.com/2013/06/22/journey-and-the-reinterpretation-of-the-game-space-2/

Filipowich, M. (2013, June 24). Natural heroes: Inevitable environmentalism in games. Popmatters. Retrieved from http://www.popmatters.com/post/172914-heroes/

Filipowich, M. (2014). The gamer’s dressing room. GameChurch. Retrieved from http://gamechurch.com/the-gamers-dressing-room/

Holland, C. (2014, January). Urban nature and the myth of balance. In Z. Street (Ed.), Memory Insufficient: Ecology and Games History (9th ed., pp. 1 – 7). Retrieved from http://zoyastreet.files.wordpress.com/2014/01/memory-insufficient-ecology.pdf

Polansky, L. (2013, July 17). Man vs. dungeon: Ecology in Zelda and the conquest of nature. Push Select. Retrieved from http://www.pushselectmagazine.com/2013/07/17/man-vs-dungeon-ecology-in-zelda-and-the-conquest-of-nature/

Rath, R. (2013, July 4). D-d-d-danger! Watch behind you. Escapist Magazine. Retrieved from http://www.escapistmagazine.com/articles/view/columns/criticalintel/10462-D-D-D-Danger-Watch-Behind-You

Taylor, B. (2014, January 31). Gaming about architecture with Metro: Last Light. Paste Magazine. Retrieved from http://www.pastemagazine.com/articles/2014/01/gaming-about-architecture-with-metro-last-light.html

Nguyen, L. A. (2014, February 11). Exclusive: Flappy Bird creator Dong Nguyen says app ‘Gone forever’ because it was ‘an addictive product’. Forbes. Retrieved from http://www.forbes.com/sites/lananhnguyen/2014/02/11/exclusive-flappy-bird-creator-dong-nguyen-says-app-gone-forever-because-it-was-an-addictive-product/

von Spreckelsen, A. (2014, January). Worlds within self-regulating worlds. In Z. Street (Ed.), Memory Insufficient: Ecology and Games History (9th ed., pp. 12 – 16). Retrieved from http://zoyastreet.files.wordpress.com/2014/01/memory-insufficient-ecology.pdf

Cultural Criticism

Beirne, S. (2014, February 13). Flappergasted by videogame’s colonialism [Web log post]. Retrieved from http://normallyrascal.wordpress.com/2014/02/13/flappergasted-by-videogames-colonialism/

Florence, R. (2013, April 5). The gaming cringe [Web log post]. Retrieved from http://effingarcade.tumblr.com/post/47224149008/the-gaming-cringe

Frank, J. (2013, May 30). On consuming media responsibly: Video games, horror movies, and Anita Sarkeesian. Medium.com. Retrieved from https://medium.com/play-time/dd2d4df6b94

Hamilton, M. (2013, December 10). In defence of ‘gamer’ [Web log post]. Retrieved from http://maryhamilton.co.uk/2013/12/reclaiming-gamer/

Keogh, B. (2013, December 10). On the dominant discourse of ‘gamer’ [Web log post]. Retrieved from http://ungaming.tumblr.com/post/69639708331/on-the-dominant-discourse-of-gamer

Keogh, B. (2014, February 11). On Flappy Bird games culture and the problem with innovation. Unwinnable. Retrieved from http://www.unwinnable.com/2014/02/11/flappy-bird/

Krpata, M. (2008, January 21). A new taxonomy of gamers [Web log post]. Retrieved from http://insultswordfighting.blogspot.com/2008/01/new-taxonomy-of-gamers-table-of.html

Mastrapa, G. (2013, November 22). Pretension +1: Indie console launches to minimal fanfare. Unwinnable. Retrieved from http://www.unwinnable.com/2013/11/22/pretension-1-indie-gaming-console-launches-to-minimal-fanfare/

McFerran, D. (2012, September 12). Crippled by nostalgia: The fraud of retro gaming. Eurogamer. Retrieved from http://www.eurogamer.net/articles/2012-09-12-crippled-by-nostalgia-the-fraud-of-retro-gaming

Nguyen, L. A. (2014, February 11). Exclusive: Flappy Bird creator Dong Nguyen says app ‘Gone forever’ because it was ‘an addictive product’. Forbes. Retrieved from http://www.forbes.com/sites/lananhnguyen/2014/02/11/exclusive-flappy-bird-creator-dong-nguyen-says-app-gone-forever-because-it-was-an-addictive-product/

Parkin, S. (2013, December 9). If you love games, you should refuse to be called a gamer. NewStatesman. Retrieved from http://www.newstatesman.com/if-you-love-games-you-are-not-a-gamer

Warren, C. (2014, February 10). 28 days of fame: The strange, true story of ‘Flappy Bird’. Mashable. Retrieved from http://mashable.com/2014/02/10/flappy-bird-story/

Wheeldon, J. (2012, August 28). The myth of redemptive violence. Push Select. Retrieved from http://www.pushselectmagazine.com/2012/08/28/the-myth-of-redemptive-violence/

Meta-Criticism

Campster. (2013, November 30). The Stanley Parable [Web log post]. Retrieved from http://www.errantsignal.com/blog/?p=595

Cook, D. (2011, May 7). A blunt critique of game criticism. [Web log post]. Retrieved from http://www.lostgarden.com/2011/05/blunt-critique-of-game-criticism.html

Filipowich, M. (2014, January 8). Thoughts on games writing and community involvement [Web log post]. Retrieved from http://big-tall-words.com/2014/01/08/thoughts-on-games-writing/

Golding, D. (2014, January 27). Game studies is weird [Web log post]. Retrieved from http://dangolding.tumblr.com/post/74687930549/games-studies-is-weird

Joseph, D. (2014, January 24). Just what is a game studies anyways [Web log post]. Retrieved from http://dropouthangoutspaceout.tumblr.com/post/74407249558/just-what-is-a-game-studies-anyways

Keogh, B. (2013, December 5). This is not your world: An essay in two parts. Unwinnable. Retrieved from http://www.unwinnable.com/2013/12/05/not-your-world/#.UtmkwvQo6IW

Koster, R. (2014, January 6). How I analyze a game [Web log post]. Retrieved from http://www.raphkoster.com/2014/01/06/how-i-analyze-a-game/

Parker, L. (2013, December 26). Game theory: BioShock Infinite and video game reviews. The New York Times. Retrieved from http://artsbeat.blogs.nytimes.com/2013/12/26/game-theory-bioshock-infinite-and-video-game-reviews/?_r=0

Price, M. (2013, April 3). What can Room 237 teach us about game criticism? VGRevolution. Retrieved from http://www.vgrevolution.com/2013/04/what-can-room-237-teach-us-about-game-criticism/?ModPagespeed=noscript

Suellentrop, C. (2013, December 26). Game theory: A golden era for criticism. The New York Times. Retrieved from http://artsbeat.blogs.nytimes.com/2013/12/26/game-theory-a-golden-era-for-criticism/

Street, Z. (2014, January 25). The cyborg critic: Reflecting on a rhetorical figure. Medium.com. Retrieved from https://medium.com/culture-crit/3cb8a206dbc8

Swain, E. (2014, January 6). TWIVGB 2013: An examination of methodology and the nature of curation [Web log post]. Retrieved from http://www.thegamecritique.com/recent-posts/tyivgb-2013-an-examination-of-methodology-and-the-nature-of-curation/5043/

Wilson, C. (2011, January 14). Minecraft vs Team Fortress 2. Split-screen.net. Retrieved from http://www.split-screen.net/features/minecraft-vs-team-fortress-2

Criticism Formats

Bois, J. (2014, January 29). The breaking Madden Super Bowl: The machine is bleeding to death. SBNation. Retrieved from http://www.sbnation.com/2014/1/30/5351052/breaking-madden-super-bowl-broncos-seahawks

Campster. (2013, November 30). Errant signal – The Stanley Parable [Video]. YouTube. Retrieved from https://www.youtube.com/watch?v=kiCLKmEAa1I

Good, O. (2013, December 18). YouTube’s copyright crackdown: Everything you need to know. Kotaku. Retrieved from http://kotaku.com/youtubes-copyright-crackdown-simple-answers-to-compli-1485999937

Owens, T. (2014, January 29). Games as historical scholarship. Play the Past. Retrieved from http://www.playthepast.org/?p=4365

Rogers, Tim. (2013, April 19). BioShock Infinite. Action Button Dot Net. Retrieved from http://www.actionbutton.net/?p=3006

Uninterpretative. (2013, March 9). A/functional definition: 55 theses on Final Fantasy VII [Web log post]. Retrieved from http://uninterpretative.blogspot.ca/2013/03/afunctional-definition-55-theses-on.html

Criticism and Code

Bois, J. (2014, January 29). The breaking Madden Super Bowl: The machine is bleeding to death. SBNation. Retrieved from http://www.sbnation.com/2014/1/30/5351052/breaking-madden-super-bowl-broncos-seahawks

Filipowich, M. (2014, January 28). Mechanical marrow: The strength of simple games. PopMatters. Retrieved from http://www.popmatters.com/post/178548-mechanical-marrow-the-strength-of-simple-games/

Koster, R. (2014, January 6). How I analyze a game [Web log post]. Retrieved from http://www.raphkoster.com/2014/01/06/how-i-analyze-a-game/

Reetesh. (2013, April 20). The objects of Driver: SF [Web log post]. Retrieved from http://www.weastfellows.com/reetesh/20130420/the-objects-of-driver-sf

Criticism and Narrative

Allen, S. (2014, January 5). Diary of a western videogame protagonist. BorderHouse. Retrieved from http://borderhouseblog.com/?p=11663

Brice, M. (2013, October 29). Death of the player [Web log post]. Retrieved from http://www.mattiebrice.com/death-of-the-player/

Campster. (2014, January 24). Errant Signal—The Novelist [video]. YouTube. Retrieved from http://www.youtube.com/watch?v=8VThsdoxwgc&list=UUm4JnxTxtvItQecKUc4zRhQ

Croshaw, B. (2014, January 29). Zero Puntuation: Broken Age [Video]. EscapistMagazine. Retrieved from http://www.escapistmagazine.com/videos/view/zero-punctuation/8744-Broken-Age

Dinicola, N. (2013, July 30). The problem with emergent stories in video games. PopMatters. Retrieved from http://www.popmatters.com/column/173580-the-problem-with-emergent-stories-in-video-games/

Duncan, A. (2014, January 27). That wasn’t supposed to be a choice: Metafiction and the Stanley Parable [Web log post]. Retrieved from http://theanimistblog.wordpress.com/2014/01/27/that-wasnt-supposed-to-be-a-choice-metafiction-and-the-stanley-parable/

Filipowich, M. (2014, January 28). Mechanical marrow: The strength of simple games. PopMatters. Retrieved from http://www.popmatters.com/post/178548-mechanical-marrow-the-strength-of-simple-games/

Keverne, J. (2013, March 15th). The role of her life [Web log post]. Retrieved from http://gropingtheelephant.com/blog/?p=3936

Siegel, J. (2013, June 28). From the journal of an accidental mayor: Day 24. Unwinnable. Retrieved from http://www.unwinnable.com/2013/06/28/from-the-journal-of-an-accidental-mayor-day-24/#.Unql4PnZLMc

Criticism and the Socio-Political

Brice, M. (2013, January 17). Would you kindly [Web log post]. Retrieved from http://www.mattiebrice.com/would-you-kindly/

Campster. (2013, December 29). Errant Signal – Quake [Video]. YouTube. Retrieved from https://www.youtube.com/watch?v=UEcYylHhQvo&feature=c4-overview&list=UUm4JnxTxtvItQecKUc4zRhQ

Maiberg, E. (2013, November 5). Call of Duty Ghosts turns you into a terrorist and a nazi. KillScreen. Retrieved from http://killscreendaily.com/articles/reviews/call-duty-ghosts-turns-you-terrorist-and-nazi/

Morris, M. & Delay, C. (2014, January 26). Kotaku discussion [video]. YouTube. Retrieved from http://youtu.be/netYNUAq_ZQ

Pedercini, P. (2014, January 20). What to do with Prison Architect, a video game about building prisons? Kotaku. Retrieved from http://kotaku.com/what-to-do-with-prison-architect-a-video-game-about-b-1505204131

Polansky, L. (2013, May 9). The edge of the ocean: Cartography in game design. http://www.bitcreature.com/criticism/the-edge-of-the-ocean/

Polansky, L. (2013, July 17). Man vs. dungeon: Ecology in Zelda and the conquest of nature. Push Select. Retrieved from http://www.pushselectmagazine.com/2013/07/17/man-vs-dungeon-ecology-in-zelda-and-the-conquest-of-nature/

Rath, R. (2013, June 27). Modern Warfare is a comforting lie. Escapist Magazine. Retrieved from http://www.escapistmagazine.com/articles/view/columns/criticalintel/10451-Modern-Warfare-is-a-Comforting-Lie

Rath, R. (2013, July 4). D-d-d-danger! Watch behind you. Escapist Magazine. Retrieved from http://www.escapistmagazine.com/articles/view/columns/criticalintel/10462-D-D-D-Danger-Watch-Behind-You

Game Design

Albor, J. (2013, November 21). Asymmetry and Netrunner. PopMatters. Retrieved from http://www.popmatters.com/post/176559-asymmetry-and/%20/

Alexander, L. (2014, March 20). Practical advice about queer characters in games. Gamasutra. Retrieved from http://www.gamasutra.com/view/news/213613/Practical_advice_about_queer_characters_in_games.php

Asher & Greg. (2014). The rip-offs & making our original game [Web log post]. Retrieved from http://asherv.com/threes/threemails/

Beirne, S. (2013, November 21). The lost art of conversation. Gameranx. Retrieved from http://www.gameranx.com/features/id/18911/article/the-lost-art-of-conversation

Butler, T. (2014, January 20). The rise of the jump. Polygon. Retrieved from http://www.polygon.com/features/2014/1/20/5227582/the-rise-of-the-jump

Campster. (2014, January 24). Errant Signal—The Novelist [video]. YouTube. Retrieved from http://www.youtube.com/watch?v=8VThsdoxwgc&list=UUm4JnxTxtvItQecKUc4zRhQ

Edge Staff. (2010, March 10). GDC Mechanics are everything. Edge Online. Retrieved from http://www.edge-online.com/features/gdc-mechanics-are-everything/

Farr, D. (2013, June). Friendship is fabulous. In Z. Street (Ed.), Memory Insufficient: Histories of Gender & Sexual Diversity in Games (3rd ed., pp. 9 – 10). Retrieved from http://zoyastreet.files.wordpress.com/2013/06/memory-insufficient-gender-sexual-diversity2.pdf

Köller, J. (2013, October 27). Wordplay: Jon Ingold. Haywire Magazine. Retrieved from http://www.haywiremag.com/?p=3180

Koster, R. (2014, January 6). How I analyze a game [Web log post]. Retrieved from http://www.raphkoster.com/2014/01/06/how-i-analyze-a-game/

Edge Staff. (2013, July 5). Games of chance: What does randomness bring to video games. Edge Online. Retrieved from http://www.edge-online.com/features/games-of-chance-what-does-randomness-bring-to-videogames/

Filipowich, M. (2014). The gamer’s dressing room. GameChurch. Retrieved from http://gamechurch.com/the-gamers-dressing-room/

Filipowich, M. (2014, January 28). Mechanical marrow: The strength of simple games. PopMatters. Retrieved from http://www.popmatters.com/post/178548-mechanical-marrow-the-strength-of-simple-games/

Grayson, N. (2013, March 28). Dragon Age IIIs Gaider on the impracticality of sexism. RockPaperShotgun. Retrieved from http://www.rockpapershotgun.com/2013/03/28/dragon-age-iiis-gaider-on-the-impracticality-of-sexism/

Hancock, H. (2002, April 2). Better game design through cutscenes. Gamasutra. Retrieved from http://www.gamasutra.com/view/feature/131410/better_game_design_through_.php?print=1

Leone, M. (2012, October 24). Data entry, risk management, and tacos: Inside Halo 4s playtest labs. Polygonhttp://www.polygon.com/2012/10/24/3538296/data-entry-risk-management-and-tacos-inside-halo-4s-playtest-labs

McMillan, L. (2013, August 6). The rational level design handbook. Gamasutra. Retrieved from http://www.gamasutra.com/blogs/LukeMcMillan/20130806/197147/The_Rational_Design_Handbook_An_Intro_to_RLD.php

Morris, M. & Delay, C. (2014, January 26). Kotaku discussion [video]. YouTube. Retrieved from http://youtu.be/netYNUAq_ZQ

Pedercini, P. (2014, January 20). What to do with Prison Architect, a video game about building prisons? Kotaku. Retrieved from http://kotaku.com/what-to-do-with-prison-architect-a-video-game-about-b-1505204131

Phillips, T. (2013, March 19). Why publishers refuse games such as Remember Me because of their female protagonists. Eurogamer. Retrieved from http://www.eurogamer.net/articles/2013-03-19-why-publishers-refuse-games-such-as-remember-me-because-of-their-female-protagonists

Plotkin, A. (2013, November 19). Emergent gameplay vs whatever the other kind is [Web log post]. Retrieved from http://gameshelf.jmac.org/2013/11/emergent-gameplay-vs-whatever-the-other-kind-is/

Polansky, L. (May 9, 2013). The edge of the ocean: Cartography in game design. http://www.bitcreature.com/criticism/the-edge-of-the-ocean/

von Spreckelsen, A. (2014, January). Worlds within self-regulating worlds. In Z. Street (Ed.), Memory Insufficient: Ecology and Games History (9th ed., pp. 12 – 16). Retrieved from http://zoyastreet.files.wordpress.com/2014/01/memory-insufficient-ecology.pdf

Yang, R. (2013, May 15). On focalization, and against convenient understandings of immersion/flow [Web log post]. Retrieved from http://www.blog.radiator.debacle.us/2013/05/on-focalization-and-against-convenient.html

Yang, R. (2013, June 21). “Press F to Intervene”: A brief history of the use key genre [Web log post]. Retrieved from http://www.blog.radiator.debacle.us/2013/06/press-f-to-intervene-brief-history-of.html

Game Development and the Epistemic

Galanakis, R. (2014, February 19). Agile game development is hard [Web log post]. Gamasutra. Retrieved from http://www.gamasutra.com/blogs/RobGalanakis/20140219/211185/Agile_Game_Development_is_Hard.php?print=1

The Good Critic and/or The Good Game

Burch, A. (2009, October 9). Why comparing Metroid Prime to Citizen Kane is ludicrous. Destructoid. Retrieved from http://www.destructoid.com/why-comparing-metroid-prime-to-citizen-kane-is-ludicrous-151465.phtml

Burns, M. S. (2013, October 16). At Ashby Manor [Web log post]. Retrieved from http://www.magicalwasteland.com/mw/2013/10/16/at-ashby-manor.html

Daniel_Joseph. (2013, July 17). Warren Spector is all like “Wherez the gaems criticism oh noes” [Web log post]. Retrieved from http://dropouthangoutspaceout.tumblr.com/post/55664492627/warren-spector-is-all-like-wherez-the-gaems-criticism

Keogh, B. (2013, July 15). On on games criticism criticism [Web log post]. Retrieved from http://critdamage.blogspot.com/2013/07/on-on-games-criticism-criticism.html

Myers, M. (2013, July 17). No one knows who you are, video game criticism edition [Web log post]. Retrieved from http://metroidpolitan.com/blog/2013/7/17/no-one-knows-who-you-are-video-game-criticism-edition

Spector, W. (2013, May 13). Defining success: Why Metacritic should be irrelevant. GamesIndustry. Retrieved from http://www.gamesindustry.biz/articles/2013-05-13-defining-success-why-metacritic-should-be-irrelevant

Spector, W. (2013, July 10). Warren Spector: Where’s gaming’s Roger Ebert? Gamesindustry. Retrieved from http://www.gamesindustry.biz/articles/2013-07-09-warren-spector-wheres-gamings-roger-ebert

Street, Z. (2014, January 25). The cyborg critic: Reflecting on a rhetorical figure. Medium.com. Retrieved from https://medium.com/culture-crit/3cb8a206dbc8

Teti, J. (July 15, 2013). Chasing the dragon [Web log post]. Retrieved from  http://gameological.com/2013/07/foc-chasing-the-dragon/

Race and Ethnicity

always_black. (2004, September 22). Bow nigger. Retrieved from http://www.alwaysblack.com/?p=10

Brice, M. (2013, January 17). Would you kindly [Web log post]. Retrieved from http://www.mattiebrice.com/would-you-kindly/

Douglas, C. (2010, June 4). Multiculturalism in World of Warcraft. Retrieved from http://www.electronicbookreview.com/thread/firstperson/intrinsically

McCarter, R. (2014, March 25). Missing representation and Infamous: Second Son. Digital Love Child. Retrieved from http://digitallovechild.com/2014/03/25/missing-representation-and-infamous-second-son/

Narcisse, E. (2013, December 19). A game that showed me my own black history. Kotaku. Retrieved from http://kotaku.com/a-game-that-showed-me-my-own-black-history-1486643518

Taylor, I. (2014, January 6). Where the game industry fails actors: An interview with Amanda Strawn. Gameranx. Retrieved from http://www.gameranx.com/features/id/19666/article/an-interview-with-amanda-strawn/

Voorhees, G. (2009). The Character of Difference: Procedurality, Rhetoric, and Roleplaying Games. Game Studies9(2). Retrieved from http://gamestudies.org/0902/articles/voorhees

Yang, R. (2014, February 9). An alternate history of Flappy Bird: “we must cultivate our garden” [Web log post]. Retrieved from http://www.blog.radiator.debacle.us/2014/02/an-alternate-history-of-flappy-bird-we.html?m=1

Sex and Gender

Allen, S. (2013, February 27). The other difficulty mode: What Halo can tell us about identity & oppression. First Person Scholar. Retrieved from http://www.firstpersonscholar.com/the-other-difficulty-mode/

Allen, S. (2013, August). Dragon’s Crown review [Web log post]. Retrieved from http://unpitchable.tumblr.com/post/57535594532/dragons-crown-review

Allen, S. (2013, June). Finding my possibility spaces. In Z. Street (Ed.), Memory Insufficient: Histories of Gender & Sexual Diversity in Games (3rd ed., pp. 19 – 22). Retrieved from http://zoyastreet.files.wordpress.com/2013/06/memory-insufficient-gender-sexual-diversity2.pdf

Brice, M. (2013, January 17). Would you kindly [Web log post]. Retrieved from http://www.mattiebrice.com/would-you-kindly/

Brice, M. (2013, December 17). The meritocracy of video games [Web log post]. Retrieved from http://www.mattiebrice.com/the-meritocracy-of-video-games/

Brictson, Z. (2013, June). Staking a claim for crossplay. In Z. Street (Ed.), Memory Insufficient: Histories of Gender & Sexual Diversity in Games (3rd ed., pp. 17 – 18). Retrieved from http://zoyastreet.files.wordpress.com/2013/06/memory-insufficient-gender-sexual-diversity2.pdf

DT. (2011, January 31). The pratfall of Penny Arcade – a timeline, part 1 [Web log post]. Retrieved from http://debacle.tumblr.com/post/3041940865/the-pratfall-of-penny-arcade-a-timeline

DT. (2013, September 4). The pratfall of Penny Arcade – a timeline, part 2 [Web log post]. Retrieved from http://debacle.tumblr.com/post/60283610877/the-pratfall-of-penny-arcade-a-timeline-part-2

Ellison, C. (2013, July 10). Ride to Hell: Retribution review. Eurogamer. Retrieved from http://www.eurogamer.net/articles/2013-07-10-ride-to-hell-retribution-review

Farr, D. (2013, June). Friendship is fabulous. In Z. Street (Ed.), Memory Insufficient: Histories of Gender & Sexual Diversity in Games (3rd ed., pp. 9 – 10). Retrieved from http://zoyastreet.files.wordpress.com/2013/06/memory-insufficient-gender-sexual-diversity2.pdf

Filipowich, M. (2014). The gamer’s dressing room. GameChurch. Retrieved from http://gamechurch.com/the-gamers-dressing-room/

Friesen, G. (2013, June). Sliding along gender lines. In Z. Street (Ed.), Memory Insufficient: Histories of Gender & Sexual Diversity in Games (3rd ed., pp. 11 – 12). Retrieved from http://zoyastreet.files.wordpress.com/2013/06/memory-insufficient-gender-sexual-diversity2.pdf

Fussell, S. (2013, August 5). Options: Malegaze: Off. Culturemass. Retrieved from http://culturemass.com/2013/08/05/optionsmalegazeoff/

Fussell, S. (2013, November 6). Add breasts and stir: On gender equality in videogames. PixelsOrDeath. Retrieved from http://pixelsordeath.com/features/add-breasts-and-stir-gender-equality-in-videogames

Gibson, E. (2013, July 5). The Last of Us isn’t the solution to sexism in games but it’s a start. Eurogamer. Retrieved from http://www.eurogamer.net/articles/2013-07-05-the-last-of-us-isnt-the-solution-to-sexism-in-games-but-its-a-start

Grayson, N. (2013, November 22). Blizzard on Heroes of the Storm female designs in MOBAS. RockPaperShotgun. Retrieved from http://www.rockpapershotgun.com/2013/11/22/blizzard-on-heroes-of-the-storm-female-designs-in-mobas/

Grayson, N. (2013, November 22). RE: That Heroes of the Storm interview. RockPaperShotgun. Retrieved from http://www.rockpapershotgun.com/2013/11/22/re-that-heroes-of-the-storm-interview/

Grayson, N. (2012, November 29). #1ReasonWhy we are all responsible. RockPaperShotgun. Retrieved from http://www.rockpapershotgun.com/2012/11/29/1reasonwhy-we-are-all-responsible/

Haines, R. (2013, April 23). Gratifying play. Unwinnable. Retrieved from http://www.unwinnable.com/2013/04/23/gratifying-play/

Kate, L. (2013, February 9). Is gender bias really an issue in the games press industry? [Web log post]. Retrieved from http://laurakbuzz.wordpress.com/2013/09/02/is-gender-bias-really-an-issue-in-the-games-press-industry/

Koski, J. (2013, June). A cry for frilly parasols. In Z. Street (Ed.), Memory Insufficient: Histories of Gender & Sexual Diversity in Games (3rd ed., pp. 13 – 16). Retrieved from http://zoyastreet.files.wordpress.com/2013/06/memory-insufficient-gender-sexual-diversity2.pdf

Lien, T. (2013, December 2). No girls allowed. Polygon. Retrieved from http://www.polygon.com/features/2013/12/2/5143856/no-girls-allowed

Kennedy, H. W. (2002). Lara Croft: Feminist icon or cyberbimbo? On the limits of textual analysis. Game Studies: International Journal of Computer Games Research2(2). http://www.gamestudies.org/0202/kennedy/

Phillips, T. (2013, March 19). Why publishers refuse games such as Remember Me because of their female protagonists. Eurogamer. Retrieved from http://www.eurogamer.net/articles/2013-03-19-why-publishers-refuse-games-such-as-remember-me-because-of-their-female-protagonists

Street, Z. (2013, June). Gender in the shadows. In Z. Street (Ed.), Memory Insufficient: Histories of Gender & Sexual Diversity in Games (3rd ed., pp. 23 – 25). Retrieved from http://zoyastreet.files.wordpress.com/2013/06/memory-insufficient-gender-sexual-diversity2.pdf

Stuart, K. (2013, July 1). The Last of Us, Bioshock: Infinite, and why all video game dystopias work the same way. The Guardian. Retrieved from http://www.theguardian.com/technology/gamesblog/2013/jul/01/last-of-us-bioshock-infinite-male-view

Suellentrop, C. (2013, June 14). In the same boat, but not equals. The New York Times. Retrieved from http://www.nytimes.com/2013/06/14/arts/video-games/in-the-video-game-the-last-of-us-survival-favors-the-man.html?pagewanted=all&_r=2&

Swain, E. (2012, August 15). Girlfriend mode-gate [Web log post]. Retrieved from http://www.thegamecritique.com/recent-posts/girlfriend-mode-gate/4422/

Vance, B. (2013, November 2). Fashion emptiness and problem attic [Web log post]. Retrieved from http://blog.brendanvance.com/2013/11/02/problem-attic/

Walker, J. (2013, April 6). Misogyny, sexism, and why RPS isn’t shutting up. RockPaperShotgun. Retrieved from http://www.rockpapershotgun.com/2013/04/06/misogyny-sexism-and-why-rps-isnt-shutting-up/

Weber, R. (2013, April 17). Suda51 on games sex and Killer Is Dead gigolo mode. GamesIndustry. Retrieved from http://www.gamesindustry.biz/articles/2013-04-17-suda51-on-games-sex-and-killer-is-deads-gigolo-mode

Weber, R. (2013, August 6). Saints Row producer attacks porn promotion. GamesIndustry. Retrieved from http://www.gamesindustry.biz/articles/2013-08-06-saints-row-producer-attacks-porn-promotion

Weil, R. (2013, June). Gender-bending allohistories. In Z. Street (Ed.), Memory Insufficient: Histories of Gender & Sexual Diversity in Games (3rd ed., pp. 5 – 8). Retrieved from http://zoyastreet.files.wordpress.com/2013/06/memory-insufficient-gender-sexual-diversity2.pdf

Sexuality

Allen, S. (2013, February 27). The other difficulty mode: What Halo can tell us about identity & oppression. First Person Scholar. Retrieved from http://www.firstpersonscholar.com/the-other-difficulty-mode/

Ellison, C. (2014, January 17). S.EXE: Ute by Lea Schonfelder (NSFW). RockPaperShotgun. Retrieved from http://www.rockpapershotgun.com/2014/01/17/s-exe-ute-by-lea-schonfelder-nsfw/#more-184815

Haines, R. (2013, April 23). Gratifying play. Unwinnable. Retrieved from http://www.unwinnable.com/2013/04/23/gratifying-play/

Keogh, B. (2013, May 24). Just making things and being alive about it: The queer games scene. Polygon. Retrieved from http://www.polygon.com/features/2013/5/24/4341042/the-queer-games-scene

Law, A. (2013, July 13). Player-character dynamics, identity, and sexuality in video games. Nightmare Mode. Retrieved from https://web.archive.org/web/20131229170437/http://nightmaremode.net/2013/07/player-character-dynamics-identity-and-sexuality-in-video-games-2-24725/

Identity, broadly

Allen, S. (2013, February 27). The other difficulty mode: What Halo can tell us about identity & oppression. First Person Scholar. Retrieved from http://www.firstpersonscholar.com/the-other-difficulty-mode/

Allen, S. (2013, August). Dragon’s Crown review [Web log post]. Retrieved from http://unpitchable.tumblr.com/post/57535594532/dragons-crown-review

Allen, S. (2014, January 5). Diary of a western videogame protagonist. BorderHouse. Retrieved from http://borderhouseblog.com/?p=11663

Brice, M. (2013, January 17). Would you kindly [Web log post]. Retrieved from http://www.mattiebrice.com/would-you-kindly/

Brice, M. (2013, October 29). Death of the player [Web log post]. Retrieved from http://www.mattiebrice.com/death-of-the-player/

Cox, K. (2011, June 20). The gamer’s gaze, part 1 [Web log post]. Retrieved from http://www.your-critic.com/2011/06/gamers-gaze-part-1.html

Cox, K. (2011, June 29). The gamer’s gaze, part 2 [Web log post]. Retrieved from http://www.your-critic.com/2011/06/gamers-gaze-part-2.html

Gotzon, A. P. (2013, July 31). Down to size: Borderlands 2’s Ellie and body image [Web log post]. Retrieved from http://ontologicalgeek.com/down-to-size-borderlands-2s-ellie-and-body-image/

http://gamechurch.com/the-gamers-dressing-room/

Keverne, J. (2013, March 15th). The role of her life [Web log post]. Retrieved from http://gropingtheelephant.com/blog/?p=3936

Scalzi, J. (2012, May 17). Straight white male: The lowest difficulty setting there is. Kotaku. Retrieved from http://kotaku.com/5910857/straight-white-male-the-lowest-difficulty-setting-there-is

Siegel, J. (2013, June 28). From the journal of an accidental mayor: Day 24. Unwinnable. Retrieved from http://www.unwinnable.com/2013/06/28/from-the-journal-of-an-accidental-mayor-day-24/#.Unql4PnZLMc

Games Industry and Location

Cook, D. (2014, January 17). Inside the development crunch pandemic Part 1. VG24/7. Retrieved from http://www.vg247.com/2014/01/13/inside-the-development-crunch-pandemic-part-one/

Cook, D. (2014, January 14). Inside the development crunch pandemic Part 2. VG24/7. Retrieved from http://www.vg247.com/2014/01/14/inside-the-development-crunch-pandemic-part-two/

Edge Staff. (2013, June 24). Open world: The new wave of international games fostered by the democratization of development. Edge Online. Retrieved from http://www.edge-online.com/features/open-world-the-new-wave-of-international-games-fostered-by-the-democratisation-of-development/

Edge Staff. (2014, February 6). No Man’s Sky: How a four-person team from Guildford strode forth to create an entire universe. Edge Online. Retrieved from http://www.edge-online.com/features/no-mans-sky-how-a-four-person-team-from-guildford-strode-forth-to-create-an-entire-universe/

Ellison, C. (2014, January 22). Embed with games: Embed with London. Retrieved from http://embedwith.tumblr.com/post/74187623452/embed-with-london

Games Industry and Law

Carlton, D. (2014, February 8). Games and copyright [Web log post]. Retrieved from http://malvasiabianca.org/archives/2014/02/games-and-copyright/

Ceb. M. (2012, November 12). Pound of flesh. Gather your party. Retrieved from http://www.gatheryourparty.com/articles/2012/11/12/pound-of-flesh/

Gaynor, S. (2014, February 3). Copyright, trademark & money in a creative industry [Web log post?]. Retrieved from http://pastebin.com/eiKaV8Rq

Good, O. (2013, December 18). YouTube’s copyright crackdown: Everything you need to know. Kotaku. Retrieved from http://kotaku.com/youtubes-copyright-crackdown-simple-answers-to-compli-1485999937

Sinclair, B. (2013, December 18). Investor sues EA over Battlefield 4 bugs. GamesIndustry. Retrieved from http://www.gamesindustry.biz/articles/2013-12-18-investor-sues-ea-over-battlefield-4-bugs

Walker, J. (2014, February 3). Editorial: Why games should enter the public domain. Rock, Paper, Shotgun. Retrieved from http://www.rockpapershotgun.com/2014/02/03/editorial-why-games-should-enter-the-public-domain/

Games Industry and Money

Alexander, L. (2014, January 15). Now we own you: Another caution for crowdfunded content. Gamasutra. Retrieved from http://www.gamasutra.com/view/news/208636/Now_we_own_you_Another_caution_for_crowdfunded_content.php

Graft, K. (2013, December 5). In the fight for stability, Stardock finds its own solution. Gamasutra. Retrieved from http://www.gamasutra.com/view/news/206277/In_the_fight_for_job_stability_Stardock_finds_its_own_solution.php

Hillier, B. (2014, March 17). What really happened to THQ’s unfinished games? VG24/7. Retrieved from http://www.vg247.com/2014/03/17/what-really-happened-to-thqs-unfinished-games/

Levy, E. (2013, August 27). Guest editorial: I am not a ‘cancer’ on the game industry. Kotaku. Retrieved from http://kotaku.com/i-am-not-a-cancer-on-the-game-industry-1208376438

Pitcher, J. (2014, January 30). Eve Online’s Bloodbath of B-R5RB cost up to $300,000. Polygon. Retrieved from http://www.polygon.com/2014/1/30/5360208/Eve-Onlines-Bloodbath

Sinclair, B. (2013, December 20). Reviews matter most early in console cycle. GamesIndustry. Retrieved from http://www.gamesindustry.biz/articles/2013-12-20-reviews-matter-most-early-in-console-cycle-eedar

Games Industry, broadly

Allen, S. (2014). Sore thumbs [Web log post]. Retrieved from http://samanthaleighallen.com/sorethumbs/

Asher & Greg. (2014). The rip-offs & making our original game [Web log post]. Retrieved from http://asherv.com/threes/threemails/

Cook, D. (2014, January 17). Inside the development crunch pandemic Part 1. VG24/7. Retrieved from http://www.vg247.com/2014/01/13/inside-the-development-crunch-pandemic-part-one/

Cook, D. (2014, January 14). Inside the development crunch pandemic Part 2. VG24/7. Retrieved from http://www.vg247.com/2014/01/14/inside-the-development-crunch-pandemic-part-two/

Edge Staff. (2014, February 6). No Man’s Sky: How a four-person team from Guildford strode forth to create an entire universe. Edge Online. Retrieved from http://www.edge-online.com/features/no-mans-sky-how-a-four-person-team-from-guildford-strode-forth-to-create-an-entire-universe/

Ellison, C. (2014, January 22). Embed with games: Embed with London. Retrieved from http://embedwith.tumblr.com/post/74187623452/embed-with-london

Ellison, C. (2014, March 31). Embed with… Tim Rogers. Retrieved from http://embedwith.tumblr.com/post/81279812167/embed-with-tim-rogers

Frank, J. (2014, March 27). The Rolodex. Gamasutra. Retrieved from http://gamasutra.com/blogs/JennFrank/20140327/214022/The_Rolodex.php

Hillier, B. (2013, October 3). Battlefield 4: Declaration of attendance at Dine with DICE. VG24/7. Retrieved from http://www.vg247.com/2013/10/03/battlefield-4-declaration-of-attendance-at-dine-with-dice/

Kunzelman, C. (2013, November 5). Indie and AAA and a complex relationship [Web log post]. Retrieved from http://thiscageisworms.com/2013/11/05/indie-and-aaa-and-a-complex-relationship/

Leone, M. (2012, October 24). Data entry, risk management, and tacos: Inside Halo 4s playtest labs. Polygonhttp://www.polygon.com/2012/10/24/3538296/data-entry-risk-management-and-tacos-inside-halo-4s-playtest-labs

Narcisse, E. (2011, December 7). How fan revolt in EVE Online gave birth to its latest expansion. Kotaku. Retrieved from http://kotaku.com/5865930/how-fan-revolt-in-eve-online-gave-birth-to-its-latest-expansion

Pitts, R. (2013, June 20). How games are made: Defense Grid 2Polygon. Retrieved from http://www.polygon.com/features/2013/6/20/4441680/how-games-are-made-defense-grid-2

Pitts, R. (2013, August 14). The making of Defense Grid 2, part two: First playable. Polygon. Retrieved from http://www.polygon.com/features/2013/8/14/4568420/defense-grid-2-part-two-first-playable

Pitts, R. (2013, September 20). This is what it’s like showing an unfinished game at PAX. Polygon. Retrieved from http://www.polygon.com/features/2013/9/20/4716432/defense-grid-pax

Pitts, R. (2014, January 23). To delay or to crunch: The making of Defense Grid 2, part four. Polygon. Retrieved from http://www.polygon.com/features/2014/1/23/5293646/the-making-of-defense-grid-2-part-four

Reiner, A. (2014, February 12). Fall of the empire: How inner turmoil brought down LucasArts. GameInformer. Retrieved from http://www.gameinformer.com/b/features/archive/2014/02/12/fall-of-the-empire-how-inner-turmoil-brought-down-a-legendary-studio.aspx

Williams, I. (2013, November 8). You can sleep here all night Video games and labor. Jacobin. Retrieved from https://www.jacobinmag.com/2013/11/video-game-industry/

Game Journalism

Abraham, B. (2013, October 6). Videogame journalism and the values we hold [Web log post and Video]. Retrieved from http://iam.benabraham.net/2013/10/videogame-journalism-and-the-values-we-hold/

always_black. (2004, September 22). Bow nigger. Retrieved from http://www.alwaysblack.com/?p=10

Ellison, C. (2013, March 22). Rhi light my fire Rhianna Pratchett on tea, cakes & Lara. RockPaperShotgun. Retrieved from http://www.rockpapershotgun.com/2013/03/22/rhi-light-my-fire-rhianna-pratchett-on-tea-cakes-lara/

Ellison, C. (2014, January 22). Embed with games: Embed with London. Retrieved from http://embedwith.tumblr.com/post/74187623452/embed-with-london

Ellison, C. (2014, March 31). Embed with… Tim Rogers. Retrieved from http://embedwith.tumblr.com/post/81279812167/embed-with-tim-rogers

Hillier, B. (2011, December 6). TGS 2011 All aboard the Sony boat. VG24/7. Retrieved from http://www.vg247.com/2011/10/13/tgs-2011-all-aboard-the-sony-boat/

Hillier, B. (2013, October 3). Battlefield 4: Declaration of attendance at Dine with DICE. VG24/7. Retrieved from http://www.vg247.com/2013/10/03/battlefield-4-declaration-of-attendance-at-dine-with-dice/

Hillier, B. (2014, March 17). What really happened to THQ’s unfinished games? VG24/7. Retrieved from http://www.vg247.com/2014/03/17/what-really-happened-to-thqs-unfinished-games/

Javy. (2014, March 11). Some thought on the tiny world of video game journalism [Web log post]. Retrieved from http://antagonizethehorn.com/2014/03/11/some-thoughts-on-the-tiny-world-of-video-game-journalism/

Kate, L. (2013, February 9). Is gender bias really an issue in the games press industry? [Web log post]. Retrieved from http://laurakbuzz.wordpress.com/2013/09/02/is-gender-bias-really-an-issue-in-the-games-press-industry/
KBABZ42. (2013). A lot can happen in a month. Cheezeburger.com. Retrieved from http://cheezburger.com/7630810880
Martin, G. (2013, June 18). Who is E3 for? Paste Magazine. Retrieved from http://www.pastemagazine.com/articles/2013/06/who-is-e3-for.html

Pitts, R. (2013, June 20). How games are made: Defense Grid 2Polygon. Retrieved from http://www.polygon.com/features/2013/6/20/4441680/how-games-are-made-defense-grid-2

Pitts, R. (2013, August 14). The making of Defense Grid 2, part two: First playable. Polygon. Retrieved from http://www.polygon.com/features/2013/8/14/4568420/defense-grid-2-part-two-first-playable

Pitts, R. (2013, September 20). This is what it’s like showing an unfinished game at PAX. Polygon. Retrieved from http://www.polygon.com/features/2013/9/20/4716432/defense-grid-pax

Pitts, R. (2014, January 23). To delay or to crunch: The making of Defense Grid 2, part four. Polygon. Retrieved from http://www.polygon.com/features/2014/1/23/5293646/the-making-of-defense-grid-2-part-four

Walker, J. (2013, April 6). Misogyny, sexism, and why RPS isn’t shutting up. RockPaperShotgun. Retrieved from http://www.rockpapershotgun.com/2013/04/06/misogyny-sexism-and-why-rps-isnt-shutting-up/

Warren, C. (2014, February 10). 28 days of fame: The strange, true story of ‘Flappy Bird’. Mashable. Retrieved from http://mashable.com/2014/02/10/flappy-bird-story/

Scandal

AVB. (2013, September 3). Penny Arcade and the slow murder of satire [Web log post]. Retrieved from http://mammonmachine.com/post/60201774063/penny-arcade-and-the-slow-murder-of-satire

Crossley, R. (2013, December 20). State of play 2013: Xbox One-eighty, Adam Orth and online tyranny. Polygon. Retrieved from http://www.edge-online.com/features/state-of-play-2013-xbox-one-eighty-adam-orth-and-online-tyranny/

Edidin, R. (2013, June 26). Why Penny Arcade’s foot-in-mouth problem is bigger than Penny Arcade. Wired. Retrieved from http://www.wired.com/underwire/2013/06/pax-krahulik-transphobia/

Kain, E. (2012, October 26). All the pretty Doritos: How video game journalism went off the rails. Forbeshttp://www.forbes.com/sites/erikkain/2012/10/26/all-the-pretty-doritos-how-video-game-journalism-went-off-the-rails/

Rhodes, L. (2013, September 19). Opinion: Outgrowing the Penny Arcade generation. Polygon. Retrieved from http://www.polygon.com/2013/9/19/4745068/opinion-outgrowing-the-penny-arcade-generation

Swain, E. (2012, August 15). Girlfriend mode-gate [Web log post]. Retrieved from http://www.thegamecritique.com/recent-posts/girlfriend-mode-gate/4422/

Totilo, S. (2012, November 5). The contemptible games journalist: Why so many people don't trust the gaming press (and why they're sometimes wrong). Kotakuhttp://kotaku.com/5957810/the-contemptible-games-journalist-why-so-many-people-dont-trust-the-gaming-press-and-why-theyre-sometimes-wrong

E-Sports

Edge Staff. (2013, July 1). Inside the new world of 24/7 on-demand videogame TV. http://www.edge-online.com/features/inside-the-new-world-of-247-on-demand-videogame-tv/

Groen, A. (2013, July 11). Competitive Call of Duty is exploding thanks to cash and tech push from Activision. Penny Arcade. Retrieved from http://penny-arcade.com/report/article/competitive-call-of-duty-is-exploding-thanks-to-cash-and-tech-push-from-act

Any FPS game championship. I recommend the Halo 4 Global Championship: https://blogs.halowaypoint.com/Headlines/post/2013/09/03/Watch-the-Halo-4-Global-Championship-Live-Stream-Here.aspx

Hernandez, P. (2013, July 1). The many ways you can pay to be "good" at a game. Kotakuhttp://kotaku.com/the-many-ways-you-can-pay-to-be-good-at-a-game-637551137

Kollar, P. (2014, January 15). What eSports could learn from an amazing four-person Super Metroid speedrun. Polygon. Retrieved from http://www.polygon.com/2014/1/15/5311460/esports-super-metroid-speedrun

Kuchera, B. (2012, February 24). The beast is unleashed: Capcom’s Seth Killian explains the most famous minute in competitive gaming. Penny Arcade. Retrieved from https://web.archive.org/web/20120418101135/http://penny-arcade.com/report/editorial-article/the-beast-is-unleashed-capcoms-seth-killian-explains-the-most-famous-minute with video from http://www.youtube.com/watch?v=Lq1ey4-ewyQ

Lindsey, P. (2013, December 9). Enabling the cause of accessibility. Unwinnable. Retrieved from http://www.unwinnable.com/2013/12/09/ablegamers/#.UqXfePTRWCE

McCormick, R. (2013, April 4). Blizzard’s StarCraft 2 WCS 2013 explained by company CEO Mike Morhaime. PC Gamer. Retrieved from http://www.pcgamer.com/2013/04/04/blizzards-starcraft-2-wcs-2013-explained-by-company-ceo-mike-morhaime/

Schreier, J. (2013, July 1). Top fighting gamer arrested for allegedly hitting his ex-girlfriend. Kotaku. Retrieved from http://kotaku.com/top-fighting-gamer-arrested-for-allegedly-hitting-his-e-635549540

Vas, G. (2013, July 8). The five best Starcraft II matches of the weekend. Kotakuhttp://kotaku.com/the-five-best-starcraft-ii-matches-of-the-weekend-703525893

Weber, R. (2013, August 16). Epsilon eSports drops Team Impact after trash talking. GamesIndustry. Retrieved from http://www.gamesindustry.biz/articles/2013-08-16-epsilon-esports-drops-team-impact-after-trash-talking

Casual Games

Alexander, L. (2014, March 31). Threes, clones and cornflakes: A view on ‘casual games’. Gamasutra. Retrieved from http://www.gamasutra.com/view/news/214122/Threes_clones_and_cornflakes_A_view_on_casual_games.php

Asher & Greg. (2014). The rip-offs & making our original game [Web log post]. Retrieved from http://asherv.com/threes/threemails/

Grayson, N. (2013, November 22). Blizzard on Heroes of the Storm female designs in MOBAS. RockPaperShotgun. Retrieved from http://www.rockpapershotgun.com/2013/11/22/blizzard-on-heroes-of-the-storm-female-designs-in-mobas/

Maiberg, E. (2013, November 4). What big data can’t teach us about videogames. Kill Screen. Retrieved from http://killscreendaily.com/articles/sponsored-post/big-dada/

Games and Art

Ebert, R. (2010, April 16). Video games can never be art [Web log post]. Retrieved from http://www.rogerebert.com/rogers-journal/video-games-can-never-be-art

Kunzelman, C. (2013, November 5). Indie and AAA and a complex relationship [Web log post]. Retrieved from http://thiscageisworms.com/2013/11/05/indie-and-aaa-and-a-complex-relationship/

Vance, B. (2013, November 2). Fashion emptiness and problem attic [Web log post]. Retrieved from http://blog.brendanvance.com/2013/11/02/problem-attic/

Video Games As Equipment for Living

Allen, S. (2014, January 5). Diary of a western videogame protagonist. BorderHouse. Retrieved from http://borderhouseblog.com/?p=11663

Ellison, C. (2014, January 22). Embed with games: Embed with London. Retrieved from http://embedwith.tumblr.com/post/74187623452/embed-with-london

Filipowich, M. (2014). The gamer’s dressing room. GameChurch. Retrieved from http://gamechurch.com/the-gamers-dressing-room/

Hamilton, K. (2010, February 3). “Mass Affect” – BioWare’s upcoming hipster RPG. Kotaku. Retrieved from http://kotaku.com/5462542/mass-affect-+-biowares-upcoming-hipster-rpg

Pitcher, J. (2014, January 30). Eve Online’s Bloodbath of B-R5RB cost up to $300,000. Polygon. Retrieved from http://www.polygon.com/2014/1/30/5360208/Eve-Onlines-Bloodbath

Vogt, P. & Goodman, A. (2014, January 22). RIP Vile Rat [Podcast]. On The Media: TLDR. Retrieved from http://www.onthemedia.org/story/11-rip-vile-rat/

Technological Affordances

Alexander, L. (2013, November 20). The new gen’s most important question: Who cares? Gamasutra. Retrieved from http://gamasutra.com/view/news/205224/The_new_gens_most_important_question_Who_cares.php

Bois, J. (2014, January 29). The breaking Madden Super Bowl: The machine is bleeding to death. SBNation. Retrieved from http://www.sbnation.com/2014/1/30/5351052/breaking-madden-super-bowl-broncos-seahawks

Edge Staff. (2008, September 19). A short history of game manuals. Edge Online. Retrieved from http://www.edge-online.com/features/short-history-game-manuals/

Mastrapa, G. (2013, November 22). Pretension +1: Indie console launches to minimal fanfare. Unwinnable. Retrieved from http://www.unwinnable.com/2013/11/22/pretension-1-indie-gaming-console-launches-to-minimal-fanfare/

Genre

Alexander, L. (2013, March 14). Roundtable: The interactive fiction renaissance. Gamasutra. Retrieved from http://www.gamasutra.com/view/feature/188458/roundtable_the_interactive_.php

Breault, C. (2014, February 24). How do you make an RPG after Dark Souls? Kill Screen. Retrieved from http://killscreendaily.com/articles/articles/feature/how-do-you-make-rpg-after-dark-souls/

Campster. (2013, November 30). The Stanley Parable [Web log post]. Retrieved from http://www.errantsignal.com/blog/?p=595

Chambers, B. (2014, February 7). A review of The Wolf Among Us, Episode 2: Smoke and Mirrors. Also, thoughts on brothels. The Mary Sue. Retrieved from http://www.themarysue.com/the-wolf-among-us-episode-2-review/

Köller, J. (2013, October 27). Wordplay: Jon Ingold. Haywire Magazine. Retrieved from http://www.haywiremag.com/?p=3180

Naziripour, M. (2014, February 26). The awfulness and the importance of the dress-up game. Kill Screen. Retrieved from http://killscreendaily.com/articles/articles/feature/awfulness-and-importance-dress-game/

Patel, A. (2013, November 21). Concept games and genre definitions. Pixels or Death. Retrieved from http://pixelsordeath.com/features/concept-games-and-genre-definitions

Sigl, R. & Zurschmitten, C. (2013, December 18). Mille Cavernes I [Web log post]. Retrieved from http://videogametourism.at/node/1895

Yang, R. (2013, June 21). “Press F to Intervene”: A brief history of the use key genre [Web log post]. http://www.blog.radiator.debacle.us/2013/06/press-f-to-intervene-brief-history-of.html

Violence

Brice, M. (2013, January 17). Would you kindly [Web log post]. Retrieved from http://www.mattiebrice.com/would-you-kindly/

EpicSteve. (2013, May 11). How the army uses videogames to train soldiers for war. Giantbomb. Retrieved from http://www.giantbomb.com/profile/epicsteve/blog/how-the-army-uses-videogames-to-train-soldiers-for/100871/

Jensen, M. (2012, September 13). The videogame criticism you don’t see. Unwinnable. Retrieved from http://www.unwinnable.com/2012/09/13/the-videogame-criticism-you-dont-see/#.UppCtsTZLMc

Rose, M. (2014, February 10). Video games and gun violence: A year after Sandy Hook. Gamasutra. Retrieved from http://www.gamasutra.com/view/feature/210322/video_games_and_gun_violence_a_.php?page=1

Wheeldon, J. (2012, August 28). The myth of redemptive violence. Push Select. Retrieved from http://www.pushselectmagazine.com/2012/08/28/the-myth-of-redemptive-violence/

Vogt, P. & Goodman, A. (2014, January 22). RIP Vile Rat [Podcast]. On The Media: TLDR. Retrieved from http://www.onthemedia.org/story/11-rip-vile-rat/

Environment and Environmentalism

Abraham, B. (2014, January). Videogames’ post-climate-change futures. In Z. Street (Ed.), Memory Insufficient: Ecology and Games History (9th ed., pp. 8 – 11). Retrieved from http://zoyastreet.files.wordpress.com/2014/01/memory-insufficient-ecology.pdf

Filipowich, M. (2013, June 24). Natural heroes: Inevitable environmentalism in games. Popmatters. Retrieved from http://www.popmatters.com/post/172914-heroes/

Development Communities

Allen, S. (2014). Sore thumbs [Web log post]. Retrieved from http://samanthaleighallen.com/sorethumbs/

Asher & Greg. (2014). The rip-offs & making our original game [Web log post]. Retrieved from http://asherv.com/threes/threemails/

Ellison, C. (2014, March 31). Embed with… Tim Rogers. Retrieved from http://embedwith.tumblr.com/post/81279812167/embed-with-tim-rogers

Mason, S. (2014, March 26). The velvet ropes of GDC [Web log post]. Retrieved from http://cerebralarcade.com/2014/03/26/the-velvet-ropes-of-gdc/

Myers, M. (2014, March 28). Hyper mode: GDC diaries, part one. Paste Magazine. Retrieved from http://www.pastemagazine.com/articles/2014/03/hyper-mode-gdc-diaries-part-one.html

Myers, M. (2014, March 31). Hyper mode: GDC diaries, part two. Paste Magazine. Retrieved from http://www.pastemagazine.com/articles/2014/03/hyper-mode-gdc-diaries-part-two-1.html

Games Historiography

Hillier, B. (2011, December 6). TGS 2011 All aboard the Sony boat. VG24/7. Retrieved from http://www.vg247.com/2011/10/13/tgs-2011-all-aboard-the-sony-boat/

Rath, R. (2014, March 28). Tom Clancy: Red Storm Rises. The Escapist. Retrieved from http://www.escapistmagazine.com/articles/view/columns/criticalintel/11211-Tom-Clancy-Red-Storm-Rises

Street, Z. Memory Insufficient. Available at http://zoyastreet.com/memory-insufficient/