UIUC Gaming Initiative - Gaming Literature
Gaming Literature: journals, magazines, and books
Journals and Magazines
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Games & Culture: A Journal of Interactive Media is a quarterly international journal
that publishes innovative theoretical and empirical research about games and culture within
interactive media. The journal serves as a premiere outlet for ground-breaking work in the field of
game studies. The scope of this journal includes the socio-cultural, political, and economic
dimensions of gaming from a wide variety of perspectives, including textual analysis, political
economy, cultural studies, ethnography, critical race studies, gender studies, media studies,
public policy, international relations, and communication studies.
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The Journal of Game Development covers all game development related areas, including
artificial intelligence, mathematics, physics, networking (e.g., massively multiplayer online
games), programming, graphics, audio, simulation, polygonal techniques, real-time issues, etc.
Other areas of importance and application for these findings include robotics, visualization, and
grid computing.
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Electronic Gaming Monthly focuses on new electronic games for console video game units,
including the Nintendo, Super NES, Sega Genesis, Sega 32x, Sony Play Station, and portable game
systems such as the Nintendo GameBoy, Sega Game Gear. EGM also features regular columns on the
latest game releases as well as special sections devoted to movies, records and other subjects of
interest.
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Computer Gaming World focuses on the computer entertainment market and provides in-depth
reviews of new computer games. It also explores the latest in multimedia, CD-ROM and interactive
game environments.
Gaming Related Books
New Arrivals:
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Better game characters by design : a psychological approach / Katherine Isbister.
794.81536 Is19b
Undergrad
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Atari Games and Recreations by Herb Kohl, Ted M. Kahn, Len Lindsay, with Pat Cleland
794 K823A
Available at Undergrad Library
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Children in the Digital Age : Influences of Electronic Media on Development edited by Sandra L.
Calvert, Amy B. Jordan, and Rodney R. Cocking
303.4834083 C437
Communications and Undergrad Libraries
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Digital play: the interaction of technology, culture, and marketing / Stephen Kline, Nick
Dyer-Witheford, and Greig de Peuter.
794.8 K685d
Undergrad Library
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Electronic Children: How Children Are Responding to the Information Revolution, edited by Tim
Gill
302.234083 EL25
Communications and Education Libraries
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Electronic Games: Design, Programming, and Troubleshooting by Walter H. Buchsbaum and Robert
Mauro.
688.74 B854E
Engineering Library
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Game On: The History and Culture of Videogames edited by Lucien King
794.8 G1452
Undergrad Library
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Gamers: Writers, Artists & Programmers on the Pleasures of Pixels edited by Shanna
Compton
794.8 G145
Undergrad Library
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The Good, the Bad, and the Bogus: Nathan Lockard's Complete Guide to Video Games by Nathan
Lockard.
S. 794.86 L789G1994
Education Library
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Half-Real: Video Games Between Real Rules and Fictional Worlds by Jesper Juul
794.8 J987h
Engineering Library
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Handbook of Children and the Media edited by Dorothy G. Singer and Jerome L. Singer,
302.2345083 H19
Oak Street Facility, Communications, and Undergrad Libraries
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The Impact of Interactive Violence on Children: Hearing Before the Committee on Commerce,
Science, and Transportation, United States Senate, One Hundred Sixth Congress, second session,
March 21, 2000.
DOC. Y 4.C 73/7:S.HRG.106-1096
Available online at
http://purl.access.gpo.gov/GPO/LPS31457 and
in Law and Government Document Libraries
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Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds by J.C.
Herz.
794.8 H447J
Education and Undergrad Libraries
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The Medium of the Video Game edited by Mark J.P. Wolf.
794.80973 M469
Undergrad Library
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Mind at Play: The Psychology of Video Games by Geoffrey R. Loftus & Elizabeth F.
Loftus
305.23 G837M
Main Stacks and Undergrad Library
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The Physics of Star Trek by Lawrence M. Krauss; with a foreword by Stephen Hawking
791.4572 ST28K
Uni High and Undergrad Libraries
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Playing With Fire: How Do Computer Games Influence the Player? by Simon Egenfeldt-Nielsen &
Jonas Heide Smith.
794.8019 Eg21p
Main Stacks
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Playing with Power in Movies, Television, and Video Games: from Muppet Babies to Teenage Mutant
Ninja Turtles by Marsha Kinder
302.234083 K575P
Undergrad and Communications Libraries
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Supercade: A Visual History of the Videogame Age, 1971-1984 by Van Burnham
794.8 B935s
Undergrad
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The Ultimate History of Video Games: From Pong to Pokemon, The Story Behind the Craze that
Touched Our Lives and Changed the World by Steven L. Kent.
794.809 K418u
Undergrad
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What Video Games Have to Teach Us About Learning and Literacy by James Paul Gee.
794.8019 G27w
Undergrad Library
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Win at Pac-Man by Ernest Zavisca and Gary Beltowski
794.8 Z19W
Main Stacks
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Wired-Up: Young People and the Electronic Media edited by Sue Howard.
302.234083 W743
Main Stacks
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Video Games: A Popular Culture Phenomenon by Arthur Asa Berger.
794.8 B453v
Undergrad Library
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Video Games by Len Buckwalter
794 B85V
Undergrad and Applied Health Sciences Libraries
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Video Kids: Making Sense of Nintendo by Eugene F. Provenzo, Jr.
794.81536 P948V
Undergrad Library