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1

Kirkpatrick, Graeme. The Formation of Gaming Culture. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137305107.

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2

Gaming: Essays on algorithmic culture. Minneapolis, MN: University of Minnesota Press, 2005.

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3

Inc, ebrary, ed. Players unleashed!: Modding The sims and the culture of gaming. Amsterdam: Amsterdam University Press, 2011.

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4

Markovits, Andrei S. Gaming the world: How sports are reshaping global politics and culture. Princeton: Princeton University Press, 2010.

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5

Encyclopedia of video games: The culture, technology, and art of gaming. Santa Barbara, Calif: Greenwood, 2012.

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6

Lars, Rensmann, ed. Gaming the world: How sports are reshaping global politics and culture. Princeton: Princeton University Press, 2010.

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7

Video games and gaming culture: Critical concepts in media and cultural studies. Abingdon, Oxon: Routledge, 2016.

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8

1970-, Williams J. Patrick, and Smith Jonas Heide, eds. The players' realm: Studies on the culture of video games and gaming. Jefferson, N.C: McFarland & Co., 2007.

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9

Victoria, Guillén-Nieto, Marimón Llorca Carmen 1962-, and Vargas-Sierra Chelo, eds. Intercultural business communication and simulation and gaming methodology. Bern: Peter Lang, 2009.

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10

B, Kafai Yasmin, ed. Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming. Cambridge, Mass: MIT Press, 2008.

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11

Gambling for profit: Lotteries, gaming machines, and casinos in cross-national focus. Toronto: University of Toronto Press, 2011.

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12

Beil, Benjamin, Gundolf S. Freyermuth, and Hanns Christian Schmidt, eds. Paratextualizing Games. Bielefeld, Germany: transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839454213.

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Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?
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13

Kirkpatrick, Graeme. Formation of Gaming Culture. Palgrave Macmillan, 2015.

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14

Kirkpatrick, G. Formation of Gaming Culture: UK Gaming Magazines, 1981-1995. Palgrave Macmillan Limited, 2015.

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15

Wild World of Gaming Culture. Lerner Publishing Group, 2013.

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16

Kaplan, Arie, and Book Buddy Digital Media. Wild World of Gaming Culture. Lerner Publishing Group, 2017.

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17

Kaplan, Arie, and Book Buddy Digital Media Staff. Wild World of Gaming Culture. Lerner Publishing Group, 2015.

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18

Kaplan, Arie. Wild World of Gaming Culture. Lerner Publishing Group, 2013.

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19

Kaplan, Arie. Wild World of Gaming Culture. Lerner Publishing Group, 2017.

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20

Kaplan, Arie. Wild World of Gaming Culture. Lerner Publishing Group, 2017.

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21

Galloway, Alexander R. Gaming: Essays on Algorithmic Culture. University of Minnesota Press, 2006.

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22

Kaplan, Arie. Wild World of Gaming Culture. Lerner Publishing Group, 2013.

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23

Kaplan, Arie. Wild World of Gaming Culture. Lerner Publishing Group, 2013.

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24

Kirkpatrick, G. The Formation of Gaming Culture: UK Gaming Magazines, 1981-1995. Palgrave Pivot, 2015.

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25

Esports and the New Gaming Culture. ReferencePoint Press, Incorporated, 2020.

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26

Steffens, Bradley. Esports and the New Gaming Culture. ReferencePoint Press, Incorporated, 2020.

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27

Galloway, Alexander R. Gaming: Essays On Algorithmic Culture (Electronic Mediations). Univ Of Minnesota Press, 2006.

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28

Gaming: Essays On Algorithmic Culture (Electronic Mediations). Univ Of Minnesota Press, 2006.

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29

Ruffino, Paolo. Future Gaming: Creative Interventions in Video Game Culture. Goldsmiths, University London, 2018.

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30

Ruffino, Paolo. Future Gaming: Creative Interventions in Video Game Culture. Goldsmiths, University London, 2018.

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31

Ruffino, Paolo. Future Gaming: Creative Interventions in Video Game Culture. Goldsmiths, University London, 2018.

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32

Ruffino, Paolo. Future Gaming: Creative Interventions in Video Game Culture. Goldsmiths, University London, 2018.

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33

Ruffino, Paolo. Future Gaming: Creative Interventions in Video Game Culture. Goldsmiths, University London, 2018.

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34

Ruffino, Paolo. Future Gaming: Creative Interventions in Video Game Culture. Goldsmiths, University London, 2018.

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35

Gaming Culture in India: Digital Play in Everyday Life. Taylor & Francis Group, 2020.

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36

Deshbandhu, Aditya. Gaming Culture in India: Digital Play in Everyday Life. Taylor & Francis Group, 2020.

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37

Jin, Dal Yong. Mobile Gaming in Asia: Politics, Culture and Emerging Technologies. Springer Netherlands, 2016.

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38

Jin, Dal Yong. Mobile Gaming in Asia: Politics, Culture and Emerging Technologies. Springer, 2018.

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39

Deshbandhu, Aditya. Gaming Culture in India: Digital Play in Everyday Life. Taylor & Francis Group, 2020.

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40

Deshbandhu, Aditya. Gaming Culture in India: Digital Play in Everyday Life. Taylor & Francis Group, 2020.

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41

Deshbandhu, Aditya. Gaming Culture in India: Digital Play in Everyday Life. Taylor & Francis Group, 2020.

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42

Jin, Dal Yong. Mobile Gaming in Asia: Politics, Culture and Emerging Technologies. Springer London, Limited, 2016.

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43

Cote, Amanda C. Gaming Sexism. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479838523.001.0001.

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In 2012, video gaming culture saw an interesting, paradoxical divergence. On one hand, game journalists and trade organizations testified that gaming had significantly diversified from its masculine roots, with women comprising nearly half of all gamers. On the other hand, gaming spaces witnessed increasing, public incidents of sexism and misogyny. Gaming Sexism analyzes the video game industry and its players to explain the roots of these contradictory narratives, how they coexist, and what their divergence means in terms of power and gender equality. Media studies scholar Amanda C. Cote first turns to video game magazines to assess how longstanding expectations for “gamers” are shifting, how this provokes anxiety in traditional audiences, and how these players resist change, at times employing harassment and sexism to drive out new audience members. She follows this analysis by interviewing female players, to see how their experiences have been affected by games’ changing environment. Interviewees reveal many persistent barriers to full participation in gaming, including overtly and implicitly sexist elements within texts, gaming audiences, and the industry. At the same time, participants have developed nuanced strategies for managing their exclusion, pursuing positive gaming experiences, and competing with men on their own turf. Thus, Gaming Sexism reveals extensive, persistent problems in achieving gender equality in gaming. However, it also demonstrates the power of a motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces—and culture more broadly—can themselves be gamed and overcome.
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44

Sihvonen, Tanja. Players Unleashed!: Modding the Sims and the Culture of Gaming. Amsterdam University Press, 2011.

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45

Coloring, CultureRz. Coloring Book and Poster Collection: Pop Culture Epic Royale Gaming. Independently Published, 2020.

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46

Sihvonen, Tanja. Players Unleashed!: Modding the Sims and the Culture of Gaming. Amsterdam University Press, 2011.

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47

Kent, Mike, Tama Leaver, and Katie Ellis. Gaming Disability: Disability Perspectives on Contemporary Video Games. Taylor & Francis Group, 2022.

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48

Kent, Mike, Tama Leaver, and Katie Ellis. Gaming Disability: Disability Perspectives on Contemporary Video Games. Taylor & Francis Group, 2022.

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49

Kent, Mike, Tama Leaver, and Katie Ellis. Gaming Disability: Disability Perspectives on Contemporary Video Games. Taylor & Francis Group, 2022.

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50

Gaming the World: How Sports Are Reshaping Global Politics and Culture. Princeton University Press, 2013.

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