References
- Ahmed, S. (2014). The problem of perception. feministkilljoys. https://feministkilljoys.com/2014/02/17/the-problem-of-perception/
- Ahmed, S. (2016). Resignation is a feminist issue. feministkilljoys. https://feministkilljoys.com/2016/08/27/resignation-is-a-feminist-issue/
- Ahmed, S. (2021). Complaint!. Duke University Press.
- Anthropy, A. (2012). Rise of the videogame zinesters. Seven Stories Press.
- Bulut, E. (2020). A precarious game: The illusion of dream jobs in the video game industry. Cornell University Press.
- Carpenter, N. (2021, March 1). Indie studios are making workers’ rights trendy. Polygon. https://www.polygon.com/2021/3/1/22297644/games-labor-movement-next-generation
- Cassell, J., & Jenkins, H. (Eds.). (2000). From Barbie to Mortal Kombat: Gender and computer games. MIT press.
- Chang, A. (2019). Playing nature: Ecology in video games. University of Minnesota Press.
- Colby, R., Johnson, M. S., & Colby, R. S. (2021). Introduction: Playing with the rules. In R. Colby, M. S. S. Johnson, & R. S. Colby (Eds.), The ethics of playing, researching, and teaching games in the writing classroom (pp. 1–20). Palgrave Macmillan.
- Cote, A. C. (2020). Gaming sexism: Gender and identity in the era of casual video games. New York University Press.
- Cote, A. C., & Harris, B. C. (2021). The cruel optimism of “good crunch”: How game industry discourses perpetuate unsustainable labor practices. New Media & Society. https://doi.org/https://doi.org/10.1177/14614448211014213
- Davis, A. (2016). Freedom is a constant struggle. Haymarket Books.
- DePass, T. (Ed.). (2018). Game devs & others: Tales from the margins. CRC Press.
- Estep, T. M. (2016, October). The graduation gap and socioeconomic status: Using stereotype threat to explain graduation rates. The SES Indicator. https://www.apa.org/pi/ses/resources/indicator/2016/10/graduation-gap
- Fron, J., Fullerton, T., Morie, J. F., & Pearce, C. (2007, September 24–28). The hegemony of play. Proceedings of DiGRA Conference 2007, Tampere, Finland.
- Goetz, C. (2017). Queer growth in video games. In B. Ruberg, & A. Shaw (Eds.), Queer game studies (pp. 239–248). University of Minnesota Press.
- Gray, K. L. (2012). Intersecting oppressions and online communities: Examining the experiences of women of color in Xbox live. Information, Communication & Society, 15(3), 411–428. https://doi.org/https://doi.org/10.1080/1369118X.2011.642401
- Gray, K. L. (2020). Intersectional tech: Black users in digital gaming. LSU Press.
- Keeling, K. (2019). Queer times, Black futures. NYU Press.
- Kerr, A. (2017). Global games: Production, circulation and policy in the networked era. Routledge.
- Kocurek, C. A. (Ed.). (2020). Editor’s introduction: It isn’t difficult to find feminist game studies, but can we find a feminist game history? Feminist Media Histories, 6(1), 1–11. https://doi.org/https://doi.org/10.1525/fmh.2020.6.1.1
- Kou, Y., & Gui, X. (2020). Emotion regulation in eSports gaming: A qualitative study of league of legends. Proceedings of the ACM on Human-Computer Interaction, 4(CSCW2), 1–25. https://doi.org/https://doi.org/10.1145/3415229
- Liboriussen, B., & Martin, P. (2016). Regional game studies. Game Studies, 16(1). http://gamestudies.org/1601/articles/liboriussen
- Moten, F., & Harney, S. (2013). The undercommons: Fugitive planning and black study. Minor Compositions.
- Murray, S. (2018). Video games and playable media. Feminist Media Histories, 4(2), 214–219. https://doi.org/https://doi.org/10.1525/fmh.2018.4.2.214
- Nguyen, J. (2017). Digital Games about the materiality of Digital Games//Juegos digitales sobre la materialidad de los juegos digitales. Ecozon@: European Journal of Literature, Culture and Environment, 8(2), 18–38. https://doi.org/https://doi.org/10.37536/ECOZONA.2017.8.2.1347
- Orland, K. (2020, January 17). Game dev union leader: “Dream job” passion “can open us up to exploitation.” Ars Technica. https://arstechnica.com/gaming/2020/01/game-dev-union-leader-dream-job-passion-can-open-us-up-to-exploitation/
- Ozimek, A. M. (2021). Construction and negotiation of entrepreneurial subjectivities in the Polish video game industry. In O. Sotamaa & J. Svelch (Eds.), Game production studies (pp. 257–274). Amsterdam University Press.
- Patterson, C. B. (2020). Open world empire. NYU Press.
- Paul, C. A. (2018). The toxic meritocracy of video games: Why gaming culture Is the worst. University of Minnesota Press.
- Penix-Tadsen, P. (2020). Pioneras: Three generations of women developing games in the southern cone. Feminist Media Histories, 6(1), 163–197. https://doi.org/https://doi.org/10.1525/fmh.2020.6.1.163
- Phillips, A. (2020a). Negg(at)ing the game studies subject: An affective history of the field. Feminist Media Histories, 6(1), 12–36. https://doi.org/https://doi.org/10.1525/fmh.2020.6.1.12
- Phillips, A. (2020b). Gamer trouble: Feminist confrontations in digital culture. NYU Press.
- Pozo, T. (2018). Queer games after empathy: Feminism and haptic game design aesthetics from consent to cuteness to the radically soft. Game Studies, 18(3). http://gamestudies.org/1803/articles/pozo
- Romine, M. L. (2016). Fractured imaginaries: An ethnography of game design (Doctoral dissertation). University of California, Irvine. ProQuest.
- Ruberg, B. (2019a). The precarious labor of queer indie game-making: Who benefits from making video games “better”? Television & New Media, 20(8), 778–788. https://doi.org/https://doi.org/10.1177/1527476419851090
- Ruberg, B. (2019b). Video games have always been queer. NYU Press.
- Ruberg, B. (2020). The queer games avant-garde. Duke University Press.
- Ruberg, B., & Cullen, A. L. L. (2020). Feeling for an audience: The gendered emotional labor of video game live streaming. Digital Culture and Society, 5(2), 133–148. https://doi.org/https://doi.org/10.14361/dcs-2019-0206
- Ruffino, P., & Woodcock, J. (2021). Game workers and the empire: Unionisation in the UK video game industry. Games and Culture, 16(3), 317–328. https://doi.org/https://doi.org/10.1177/1555412020947096
- Semuels, A. (2019, June 11). Every game you like is built on the backs of workers. Video game creators are burned out and desperate for change. Time. https://time.com/5603329/e3-video-game-creators-union/
- Serwer, A. (2018, October 3). The cruelty is the point. The Atlantic. https://www.theatlantic.com/ideas/archive/2018/10/the-cruelty-is-the-point/572104/
- Sotamaa, O., & Švelch, J. (2021). Game production studies. Amsterdam University Press.
- Sowell, R. S., & King, M. F. (2008). Analysis of baseline demographic data from the Ph.D. completion project. Council of Graduate Schools.
- Stone, K. (2018). Time and reparative game design: Queerness, disability, and affect. The International Journal of Computer Game Studies, 18(3). http://gamestudies.org/1803/articles/stone
- Švelch, J. (2018). Gaming the iron curtain: How teenagers and amateurs in communist Czechoslovakia claimed the medium of computer games. MIT Press.
- Trammell, A. (2020). Torture, play, and the black experience. GAME – Games as Art, Media, Entertainment, 8(9). https://www.gamejournal.it/torture-play/
- Yang, R. (2020). The politics and pleasures of representing sex between men. interview with Bo Ruberg. In The queer games avant-garde (pp. 42–50). Duke University Press.