01. Popular Audience Books
02. Essay Collections
03. Academic Books
04. Academic Book Chapters
05. Academic Articles
06. Boss Fight Books
07. Game Lit

01. Popular Audience Books

Anthropy, Anna. Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Dropouts, Queers, Housewives, and People Like You Are Taking Back an Art Form. New York: Seven Stories Press, 2012.

Ashcraft, Brian and Jean Snow. Arcade Mania!: The Turbo-Charged World of Japan’s Game Centers. Tokyo: Kodansha International, 2008.

Bissell, Tom. Extra Lives: Why Video Games Matter. New York: Vintage, 2011.

Harris, Blake J. Console Wars: Sega, Nintendo, and the Battle that Defined a Generation. New York: HarperCollins, 2014.

Kohler, Chris. Power-Up: How Japanese Video Games Gave the World an Extra Life. Mineola, New York: Dover Publications, 2016.

Mandelin, Clyde. Legends of Localization, Book 1: The Legend of Zelda. Tucson, Arizona: Fangamer, 2015.

Mandelin, Clyde. Legends of Localization, Book 2: Earthbound. Tucson, Arizona: Fangamer, 2016.

McGonigal, Jane. Reality Is Broken: Why Games Make Us Better and How They Can Change the World. New York: Penguin, 2011.

Parkin, Simon. Death by Video Game: Danger, Pleasure, and Obsession on the Virtual Frontline. Brooklyn: Melville House, 2015.

Poole, Steven. Trigger Happy: Videogames and the Entertainment Revolution. New York: Arcade Publishing, 2000.

Ryan, Jeff. Super Mario: How Nintendo Conquered America. New York: Penguin, 2011.

Schreier, Jason. Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made. New York: Harper Paperbacks, 2017.

02. Essay Collections

Brozek, Jennifer, Robert Smith?, and Lars Pearson, eds. Chicks Dig Gaming. Des Moines: Mad Norwegian Press, 2014.

Goldberg, Daniel and Linus Larsson, eds. The State of Play: Creators and Critics on Video Game Culture. New York: Seven Stories Press, 2015.

Wolf, Mark J.P., ed. Video Games Around the World. Cambridge, Massachusetts: MIT Press, 2015.

03. Academic Books

Anable, Audrey. Playing with Feelings: Video Games and Affect. Minneapolis, University of Minnesota Press, 2018.

Bogost, Ian. How to Do Things with Videogames. Minneapolis: University of Minnesota Press, 2011.

Chess, Shira. Ready Player Two: Women Gamers and Designed Identity. Minneapolis: University of Minnesota Press, 2017.

deWinter, Jennifer. Shigeru Miyamoto: Super Mario Bros., Donkey Kong, The Legend of Zelda. New York: Bloomsbury, 2015.

Flanagan, Mary and Helen Nissenbaum. Values at Play in Digital Games. Cambridge, Massachusetts: MIT Press, 2014.

Isbister, Katherine. How Games Move Us. Cambridge, Massachusetts: MIT Press, 2017.

Newman, James. Videogames, Second Edition. New York: Routledge, 2013.

Perron, Bernard. The World of Scary Video Games: A Study in Videoludic Horror. New York: Bloomsbury Academic, 2018.

Roth, Martin. Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan. Pittsburgh: Carnegie Mellon University: ETC Press, 2017.

Sharp, John. Works of Game: On the Aesthetics of Games and Art. Cambridge, Massachusetts: MIT Press, 2015.

04. Academic Book Chapters

deWinter, Jennifer. “Regulating Rape: The Case of RapeLay, Domestic Markets, International Outrage, and Cultural Imperialism.” In Video Game Policy: Production, Distribution, and Consumption, edited by Steven Conway and Jennifer deWinter, 244-258. New York: Routledge, 2016.

Duncan, Sean C. and James Paul Gee. “The Hero of Timelines.” In The Legend of Zelda and Philosophy: I Link Therefore I Am, edited by Luke Cuddy, 85-101. Chicago: Open Court, 2008.

Fisher, Stephanie, Jennifer Jenson, and Suzanne de Castell. “Dynamic (Con)Texts: Close Readings of Girls’ Video Gameplay.” In Girls, Texts, Cultures, edited by Clare Bradford and Mavis Reimer, 261-286. Waterloo, Ontario: Wilfrid Laurier University Press, 2015.

Jenkins, Henry. “Game Design as Narrative Architecture.” In First Person: New Media as Story, Performance, and Game, edited by Noah Wardrip-Fruin and Pat Harrigan, 118-30. Cambridge: The MIT Press, 2004.

Ito, Mizuko. “Gender Dynamics of the Japanese Media Mix.” In Beyond Barbie & Mortal Kombat: New Perspectives on Gender and Gaming, edited by Yasmin B. Kafai, Carrie Heeter, Jill Denner, and Jennifer Y. Sun, 97-110. Cambridge, Massachusetts: MIT Press, 2011.

Washburn, Dennis. “Imagined History, Fading Memory: Mastering Narrative in Final Fantasy X.” In Mechademia 4: War/Time, edited by Frenchy Lunning, 149-162. Minneapolis: University of Minnesota Press, 2009.

Wirman, Hanna. “Princess Peach Loves Your Enemies, Too.” In Game Love: Essays on Play and Affection, edited by Jessica Enevold and Esther MacCallum-Stewart, 131-148. Jefferson, North Carolina: McFarland, 2015.

05. Academic Articles

Campana, Andrew. “Fold, Flip, Stick: Paper Mario, 2.5-Dimensionality and the Media Mix.” Kinephanos 5 (2015): 77-111.

Consalvo, Mia. “Convergence and Globalization in the Japanese Videogame Industry.” Cinema Journal 48 (2009): 135-141.

Franklin, Seb. “‘We Need Radical Gameplay, Not Just Radical Graphics’: Towards a Contemporary Minor Practice in Computer Gaming.” Symploke 17 (2009): 163-180.

Higgins, David M. “Dreams of Accumulation: The Economics of SF Video Games.” Science Fiction Studies 43:1 (2016), 51-66.

Salter, Anastasia and Bridget Blodgett. “Hypermasculinity & Dickwolves: The Contentious Role of Women in the New Gaming Public.” Journal of Broadcasting & Electronic Media 56 (2012): 401-416.

06. Boss Fight Books

Baumann, Ken. Earthbound. Los Angeles: Boss Fight Books, 2014.

Burch, Ashly and Anthony Burch. Metal Gear Solid. Los Angeles: Boss Fight Books, 2015.

Irwin, Jon. Super Mario Bros. 2. Los Angeles: Boss Fight Books, 2014.

Suttner, Nick. Shadow of the Colossus. Los Angeles: Boss Fight Books, 2015.

Williams, Michael P. Chrono Trigger. Los Angeles: Boss Fight Books, 2014.

07. Game Lit

Chipman, Bob. SMB3 Brick by Brick: The Levels, the Enemies, the History, the Greatest Game Ever Made. Tucson, Arizona: Fangamer, 2013.

Hellman, David and Tevis Thompson. Second Quest. Tucson, Arizona: Fangamer, 2015.

Wilson, Daniel H. and John Joseph Adams, eds. Press Start to Play. New York: Vintage, 2015.