This summer’s exhibit on Library North 1 is “Virtual Worlds and Gaming.” This is a selection of books from our collection on video games and online virtual environments, topics that have received a lot of attention from scholarly authors in recent years. These books are for you to use! If you want to check any of them out, just ask at the Circulation desk and we’ll unlock the display cabinet.
Our images for this exhibit came mostly from the virtual world Second Life. Click below to view a bibliography of the books in the exhibit (and some we didn’t have room for) and links to the original images.
Au, W. J. (2008). The making of Second Life: notes from the new world (1st ed.). New York: Collins.
Call Number: GV1469.25.S425 A9 2008
Boellstorff, T. (2008). Coming of age in Second Life: an anthropologist explores the virtually human. Princeton: Princeton University Press.
Call Number: GN307.65 .B64 2008
Clarke, A., & Mitchell, G. (Eds.). (2007). Videogames and art. Bristol, UK: Intellect.
Call Number: N7433.8 .V53 2007
Dibbell, J. (1998). My tiny life: crime and passion in a virtual world (1st ed.). New York: Holt.
Call Number: HV6773.2 .D53 1998
Egenfeldt-Nielsen, S., Smith, J. H., & Tosca, S. P. (2008). Understanding video games: the essential introduction. New York: Routledge.
Call Number: GV1469.3 .E44 2008
Jenkins, H. (2006). Fans, bloggers, and gamers: exploring participatory culture. New York: New York University Press.
Call Number: P96.A83 J46 2006
Jones, S. E. (2008). The meaning of video games: gaming and textual strategies. New York: Routledge.
Call Number: GV1469.34.S52 J66 2008
Kafai, Y., Heeter, C., Denner, J., & Sun, J. Y. (Eds.). (2008). Beyond Barbie and Mortal Kombat: new perspectives on gender and gaming. Cambridge, MA: MIT Press.
Call Number: GV1469.16.W66 B49 2008
Ludlow, P., & Wallace, M. (2007). The Second Life Herald: the virtual tabloid that witnessed the dawn of the metaverse. Cambridge, MA: MIT Press.
Call Number: GV1469.25.S425 L83 2007
McDougall, J., & O’Brien, W. (2008). Studying videogames. Leighton Buzzard [England]: Auteur.
Call Number: GV1469.34.S52 M33 2008
Montfort, N. (2003). Twisty little passages: an approach to interactive fiction. Cambridge, MA: MIT Press.
Call Number: QA76.76.I59 M66 2003
Qvortrup, L. (Ed.). (2002). Virtual space: spatiality in virtual inhabited 3D worlds.
Call Number: QA76.9.H85 V65 2002
Sasson-Henry, P. (2007). Borges 2.0: from text to virtual worlds. New York: Peter Lang.
Call Number: PQ7797.B635 Z916455 2007
Schroeder, R. (2006). Avatars at work and play: collaboration and interaction in shared virtual environments. Dordrecht, the Netherlands: Springer.
Call Number: TR897.7 .A93 2006
Vorderer, P., & Bryant, J. (Eds.). (2006). Playing video games: motives, responses, and consequences. LEA’s communication series. Mahwah, NJ: Lawrence
Call Number: GV1469.3 .P484 2006
Whalen, Z., & Taylor, L. N. (Eds.). (2008). Playing the Past: History and Nostalgia in Video Games. Nashville: Vanderbilt University Press.
Call Number: GV1469.3 .P483 2008
Williams, J. P., & Smith, J. H. (Eds.). (2007). The players’ realm: studies on the culture of video games and gaming. Jefferson, NC: McFarland & Co.
Call Number: GV1469.34.S52 P53 2007
Woolley, B. (1992). Virtual worlds: a journey in hype and hyperreality. Oxford, UK: Blackwell Publishers.
Call Number: BD331 .W866 1992
Thanks to the creators of the images in our exhibit for giving permission to use their images via Creative Commons licenses: