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ThumbBandits.com : Gaming Studies and Academia



 
Chicks and Joysticks: An Exploration of Women and Gaming (September 2004)
by Aleks Krotoski for the Entertainment and Leisure Software Publishers Association
File HERE
Why are There so Few Women in Games? (September 2004)
by Lizzie Haines for Media Training North West
File HERE
Women and Girls in the Game Industry - Phase 1 (April 2004)
by Lizzie Haines for Media Training North West
File HERE
Gender Inclusive Game Design: Expanding the Market (September 2003)
by Sheri Graner Ray, published by Charles River Media
Does Lara Croft wear fake polygons?
Gender Analysis of the "3rd Person shooter/adventure game with female heroine" and Gender Role Subversion in the Game Patch by Anne-Marie Schleiner
File HERE
Lara Croft: Feminist Icon or Cyberbimbo?
On the Limits of Textual Analysis by Helen W. Kennedy (Game Studies)
File HERE
Skins, Patches, and Plug-ins
Becoming Woman in the New Gaming Culture
File HERE
Girls Just Want to Have Fun
Proceedings of the Playing by the Rules conference by Jeanne B. Funk
File HERE
"Complete Freedom of Movement": Video Games as Gendered Play Spaces
by Henry Jenkins
File HERE
“The Gendering of Computer Gaming: Experience and Space”
by J. Bryce & J. Rutter, 2003.
Killing Like a Girl: Gendered Gaming and Girl Gamers’ Visibility
by J. Bryce & J. Rutter, 2003.
Ethnographic Presence in Nebulous Settings: A Case Study
By J. Rutter & G. Smith (2002)
"Next Level: Women's Digital Activism through Gaming." by Mary Flanagan
Digital Media Revisited. Edited by Andrew Morrison, Gunnar Liestøl & Terje Rasmussen. Cambridge: MIT Press, 2003.

"Hyperbodies, Hyperknowledge: Women in Games, Women in Cyberpunk, and Strategies of Resistance." reload: rethinking women + cyberculture . Cambridge: MIT Press, By Mary Flanagan
 
Difficult Questions About Videogames (2004)
by James Newman and Iain Simons (Editors)
The Thumb Bandits Gaming Academic Book Review
"Essential Facts About the Video and Computer Games Industry"
Published by the ESA. .
"Spectacle of the Deathmatch: Character and Narrative in First Person Shooters"
Published as J. Bryce & J. Rutter, 2002.
Where Does Fantasy End?
Why all of South Korea is obsessed with an online game where ordinary folks can be arms dealers, murderers ... and elves By MICHELLE LEVANDER Seoul
Development of Video Game and Its Impacts on Societies Socially and Psychologically
Submited November, 1999 - Veronika Kahrmadji
File HERE
A Clash between Game and Narrative
A thesis on computer games and interactive fiction by Jesper Juul (2001)
File HERE
Online Game communities are social in nature
By Cindy Ahuna
File HERE
"Making Sense of Software: Computer Games and Interactive Textuality"
by Ted Friedman. An earlier version of this essay appeared in Cybersociety, edited by Steven G. Jones (Sage Publications, 1995).
File HERE
Up, Up, Down, Down
First of a three-part series on the rapidly growing cultural position of computer gaming. By Jon Katz
File HERE
Culture Quake
Computer Games and Violence in Children By Paul Keegan (1999)
File HERE
Gender and Racial Inequality in Video Games
By Sam Hart
File HERE

In the Game – In the Flow: Presence in Public Computer Gaming
By Jason Rutter & Jo Bryce (2001)

File HERE
Female-Bobs arrive at Dusk
Anne-Marie Schleiner (1999)
File HERE

ALL works listed here remain the property of the writer.
We welcome all links to academic works regarding gaming, if you have a paper you would like to submit please go to our PRESS SITE and email our PR Administrator with the information.

Special thanks to Lizzie Haines, Aleks Krotoski and Jason Rutter for their support.

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