Resources

Academic Journals

Academic Article Library: Wai Yen’s citeulike library (I usually update every week)

Online videos

Dr. Douglas Gentile’s Media Psychology online lectures (hosted in vimeo)

Books that I have read and yet to (as of July 2012)

  • Understanding Video Games: The Essential Introduction
  • Playing Video Games: Motives, Responses, and Consequences
  • Children, Adolescents, and Media Violence: A critical look at the research
  • Glued to Games: How video games draw us in and hold us spellbound
  • Grand Theft Childhood: The surprising truth about violent video games and what parents can do
  • Violent Video Game Effects on Children and Adolescents: Theory, research and public policy
  • How Fantasy Becomes Reality: Seeing through media influence
  • Reality Is Broken: Why Games Make Us Better and How They Can Change the World
  • Handbook of Computer Game Studies
  • The SAGE Handbook of Media Processes and Effects
  • Encyclopedia of Children, Adolescents, and the Media
  • Handbook of Communication Science
  • Media Effects: Advances in Theory and Research
  • A Cognitive Psychology of Mass Communication
  • Media Psychology, Psychology of the Media (Howard Giles)
  • The Video Game Theory Reader 1 & 2
  • First Person: New media as story, performance, and game
  • Second Person: Role-playing and story in games and playable media
  • Third Person: Authoring and exploring vast narratives
  • Persuasive Games: The expressive power of videogames
  • Newsgames : journalism at play
  • How to Do Things with Videogames
  • Unit Operations: An Approach to Videogame Criticism
  • Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form
  • Social Exclusion, Power and Video Game Play: New Research in Digital Media and Technology
  • Half-Real: Video Games between Real Rules and Fictional Worlds
  • A Casual Revolution: Reinventing Video Games and Their Players
  • Extra Lives: Why Video Games Matter
  • What video games have to teach us about learning and literacy
  • Good video games + good learning : collected essays on video games, learning, and literacy
  • Video games and learning : teaching and participatory culture in the digital age
  • Game Addiction: The Experience and the Effects
  • Better Game Characters by Design: A Psychological Approach
  • Game Usability: Advancing the Player Experience
  • Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution
  • The Ethics of Computer Games
  • Cheating: Gaining Advantage in Videogames
  • Synthetic Worlds: The Business and Culture of Online Games
  • Exodus to the Virtual World: How Online Fun Is Changing Reality
  • Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
  • Joystick Soldiers: The Politics of Play in Military Video Games
  • Computer Games as a Sociocultural Phenomenon: Games Without Frontiers, Wars Without Tears
  • Power-Up: How Japanese Video Games Gave the World an Extra Life
  • Super Mario: How Nintendo Conquered America
  • All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture
  • Play Reality: How Video Games are Changing Everything
  • Bad Science: Quacks, Hacks, and Big Pharma Flacks
  • Digital Culture, Play, and Identity: A World of Warcraft® Reader
  • Beyond Barbie and Mortal Kombat : new perspectives on gender and gaming
  • The Medium of the Video Game
  • Die tryin’ : videogames, masculinity, culture
  • The Civic Potential of Video Games
  • Media and the Moral Mind
  • Vice city virtue: Moral Issues in digital game play
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