Who governs the gamers?
Terms of service and terms of play in children's online gaming
Narrative power in online game worlds: the story of Cybertown
Law and disorder in cyberspace: how systems of justice developed in online text-based gaming communities
From The Green Berets to America's Army: video games as a vehicle for political propaganda
Rhetorics of computer and video game research
From margin to center: biographies of technicity and the construction of hegemonic games culture
Ghost Recon: Island Thunder: Cuba in the virtual battlescape
The player's journey
Mutual fantasy online: playing with people
From dollhouse to metaverse: what happened when The Sims went online
Platform dependent: console and computer cultures
Mapping independent game design
Desire for commodities and fantastic consumption in digital games
Reading and playing: what makes interactive fiction unique.
The players' realm : studies on the culture of video games and gaming. ISBN 9780786428328. Published by McFarland & Co. in 2007. Publication and catalogue information, links to buy online and reader comments.