These are the sources and citations used to research Part 2: Digital Play & Games. This bibliography was generated on Cite This For Me on

  • Journal

    Aarseth, E.

    Playing Research: Methodological Approaches to Game Analysis

    2003 - Artnodes

    In-text: (Aarseth, 2003)

    Your Bibliography: Aarseth, E., 2003. Playing Research: Methodological Approaches to Game Analysis. Artnodes, [online] (7), pp.1-7. Available at: <https://www.researchgate.net/publication/228739348_Playing_Research_Methodological_approaches_to_game_analysis>.

  • Book

    Butler, J.

    Gender Trouble: Feminism and the Subversion of Identity

    1990 - Routledge - New York

    In-text: (Butler, 1990)

    Your Bibliography: Butler, J., 1990. Gender Trouble: Feminism and the Subversion of Identity. 1st ed. New York: Routledge.

  • Book

    Butler, J.

    Undoing Gender

    2004 - Routledge - New York, NY

    In-text: (Butler, 2004)

    Your Bibliography: Butler, J., 2004. Undoing Gender. New York, NY: Routledge.

  • Journal

    Carr, D.

    Methodology, Representation, and Games

    2017 - Games and Culture

    In-text: (Carr, 2017)

    Your Bibliography: Carr, D., 2017. Methodology, Representation, and Games. Games and Culture, 14(7-8), pp.707-723.

  • Journal

    Carr, D.

    Methodology, Representation, and Games

    2017 - Games and Culture

    In-text: (Carr, 2017)

    Your Bibliography: Carr, D., 2017. Methodology, Representation, and Games. Games and Culture, [online] 14(7-8), pp.707-723. Available at: <https://journals.sagepub.com/doi/10.1177/1555412017728641>.

  • Book

    Carr, D., Schott,, G., Burn, A. and Buckingham, D.

    Computer Games: Text, Narrative and Play

    2006 - Polity Press - Cambridge

    In-text: (Carr, Schott, Burn and Buckingham, 2006)

    Your Bibliography: Carr, D., Schott,, G., Burn, A. and Buckingham, D., 2006. Computer Games: Text, Narrative and Play. 1st ed. Cambridge: Polity Press.

  • Journal

    Frasca, G.

    Rethinking agency and immersion: video games as a means of consciousness-raising

    2001 - Digital Creativity

    In-text: (Frasca, 2001)

    Your Bibliography: Frasca, G., 2001. Rethinking agency and immersion: video games as a means of consciousness-raising. Digital Creativity, [online] 12(3), pp.167-174. Available at: <https://www.tandfonline.com/doi/abs/10.1076/digc.12.3.167.3225>.

  • Journal

    Frome, J.

    Interactive Works and Gameplay Emotions

    2019 - Games and Culture

    In-text: (Frome, 2019)

    Your Bibliography: Frome, J., 2019. Interactive Works and Gameplay Emotions. Games and Culture, [online] 14(7-8), pp.856-874. Available at: <https://journals.sagepub.com/doi/10.1177/1555412019847907>.

  • Journal

    Gabbiadini, A., Riva, P., Andrighetto, L., Volpato, C. and Bushman, B. J.

    Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, &amp; Empathy for Female Violence Victims

    2016 - PLOS ONE

    In-text: (Gabbiadini et al., 2016)

    Your Bibliography: Gabbiadini, A., Riva, P., Andrighetto, L., Volpato, C. and Bushman, B., 2016. Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, &amp; Empathy for Female Violence Victims. PLOS ONE, [online] 11(4), p.e0152121. Available at: <https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4830454/> [Accessed 5 March 2022].

  • Journal

    Goldberg, A. M., Lee, S. A. and Pulos, A.

    Male Action vs. Female Inaction: Cultural Implications of Gender Performance in Japanese Video Games

    2015 - Asian Communication Research

    In-text: (Goldberg, Lee and Pulos, 2015)

    Your Bibliography: Goldberg, A., Lee, S. and Pulos, A., 2015. Male Action vs. Female Inaction: Cultural Implications of Gender Performance in Japanese Video Games. Asian Communication Research, 12(2), pp.32-53.

  • Website

    Heaton, A. P.

    Breath of the Wild Mod Shows the Game With Gorgeous 8K Visuals

    2021 - GameRant

    In-text: (Heaton, 2021)

    Your Bibliography: Heaton, A., 2021. Breath of the Wild Mod Shows the Game With Gorgeous 8K Visuals. [online] Game Rant. Available at: <https://gamerant.com/breath-of-the-wild-8k-mod-video/> [Accessed 1 May 2022].

  • Journal

    Herfs, L.

    Dreams of the Japanese Self in The Legend of Zelda: Breath of the Wild

    2020 - Replaying Japan

    In-text: (Herfs, 2020)

    Your Bibliography: Herfs, L., 2020. Dreams of the Japanese Self in The Legend of Zelda: Breath of the Wild. Replaying Japan, [online] 2. Available at: <https://jglobal.jst.go.jp/en/detail?JGLOBAL_ID=202002288738586015>.

  • Journal

    Herfs, L.

    Dreams of the Japanese The visual politics of space, race and gender in The Legend of Zelda: Breath of the Wild

    2020 - Research Master Arts & Culture

    In-text: (Herfs, 2020)

    Your Bibliography: Herfs, L., 2020. Dreams of the Japanese The visual politics of space, race and gender in The Legend of Zelda: Breath of the Wild. Research Master Arts & Culture, [online] pp.1-88. Available at: <https://www.academia.edu/44487093/The_visual_politics_of_space_race_and_gender_in_The_Legend_of_Zelda_Breath_of_the_Wild_RMA_thesis_>.

  • Website

    Hutchinson, R.

    Game Studies - Observant Play: Colonial Ideology in The Legend of Zelda: Breath of the Wild

    2021 - The International Journal of Computer Game Research

    In-text: (Hutchinson, 2021)

    Your Bibliography: Hutchinson, R., 2021. Game Studies - Observant Play: Colonial Ideology in The Legend of Zelda: Breath of the Wild. [online] Gamestudies.org. Available at: <http://gamestudies.org/2103/articles/hutchinson> [Accessed April 2022].

  • Online image or video

    IGN

    The Legend of Zelda Wii U Trailer - E3 2014

    2014

    In-text: (IGN, 2014)

    Your Bibliography: IGN, 2014. The Legend of Zelda Wii U Trailer - E3 2014. [video] Available at: <https://www.youtube.com/watch?v=XZmxvig1dXE> [Accessed 10 March 2022].

  • Website

    Juul, J.

    Games Studies 0101: Games telling Stories?

    2001 - The International Journal of Computer Game Research

    In-text: (Juul, 2001)

    Your Bibliography: Juul, J., 2001. Games Studies 0101: Games telling Stories?. [online] Gamestudies.org. Available at: <http://www.gamestudies.org/0101/juul-gts/> [Accessed 22 March 2022].

  • Website

    Kotz, L.

    The Body You Want: An Interview with Judith Butler

    1992 - Artforum

    In-text: (Kotz, 1992)

    Your Bibliography: Kotz, L., 1992. The Body You Want: An Interview with Judith Butler. [online] Artforum.com. Available at: <https://www.artforum.com/print/199209/the-body-you-want-an-inteview-with-judith-butler-33505> [Accessed 24 March 2022].

  • Website

    Lammes, S.

    Approaching Game-Studies: Towards a Reflexive Methodology of Games as Situated Cultures

    2007 - Utrecht University

    In-text: (Lammes, 2007)

    Your Bibliography: Lammes, S., 2007. Approaching Game-Studies: Towards a Reflexive Methodology of Games as Situated Cultures. [online] Research Gate. Available at: <https://www.researchgate.net/publication/46692439_Approaching_Game-Studies_Towards_a_Reflexive_Methodology_of_Games_as_Situated_Cultures>.

  • Journal

    Lankoski, P.

    Player Character Engagement in Computer Games

    2011 - Games and Culture

    In-text: (Lankoski, 2011)

    Your Bibliography: Lankoski, P., 2011. Player Character Engagement in Computer Games. Games and Culture, [online] 6(4), pp.291-311. Available at: <https://journals.sagepub.com/doi/abs/10.1177/1555412010391088?journalCode=gaca>.

  • Journal

    Lawrence, C.

    What If Zelda Wasn’t a Girl? Problematizing Ocarina of Time’s Great Gender Debate

    2018 - Queerness in Play

    In-text: (Lawrence, 2018)

    Your Bibliography: Lawrence, C., 2018. What If Zelda Wasn’t a Girl? Problematizing Ocarina of Time’s Great Gender Debate. Queerness in Play, [online] pp.97-113. Available at: <https://www.researchgate.net/publication/328383474_What_If_Zelda_Wasn't_a_Girl_Problematizing_Ocarina_of_Time's_Great_Gender_Debate> [Accessed 23 March 2022].

  • Journal

    Mendelman, L., Ratan, R. A., Fordham, J., Knittel, M. and Milik, O.

    Sentimental Avatars: Gender Identification and Vehicles of Selfhood in Popular Media From Nineteenth-Century Novels to Modern Video Games

    2019 - Games and Culture

    In-text: (Mendelman et al., 2019)

    Your Bibliography: Mendelman, L., Ratan, R., Fordham, J., Knittel, M. and Milik, O., 2019. Sentimental Avatars: Gender Identification and Vehicles of Selfhood in Popular Media From Nineteenth-Century Novels to Modern Video Games. Games and Culture, [online] 16(2), pp.160-186. Available at: <https://journals.sagepub.com/doi/abs/10.1177/1555412019879812>.

  • Journal

    Paul, C.

    Waiting for Something to Happen: Narratives, Interactivity and Agency and The Video Game Cut-Scene

    2007 - DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

    In-text: (Paul, 2007)

    Your Bibliography: Paul, C., 2007. Waiting for Something to Happen: Narratives, Interactivity and Agency and The Video Game Cut-Scene. DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play, [online] 4, pp.15-24. Available at: <http://www.digra.org/digital-library/publications/waiting-for-something-to-happen-narratives-interactivity-and-agency-and-the-video-game-cut-scene/>.

  • Journal

    Prom, N.

    The Legend of Zelda and the Portrayal of Women in Gaming History

    2020 - Journal of Student Research

    In-text: (Prom, 2020)

    Your Bibliography: Prom, N., 2020. The Legend of Zelda and the Portrayal of Women in Gaming History. Journal of Student Research, [online] 9(1), pp.1-10. Available at: <https://pdfs.semanticscholar.org/58b8/f3729aaf1270dc955d108d5058891cb48357.pdf>.

  • Journal

    Pugh, T.

    The Queer Narrativity of the Hero's Journey in Nintendo's The Legend of Zelda Video Games

    2018 - Journal of Narrative Theory

    In-text: (Pugh, 2018)

    Your Bibliography: Pugh, T., 2018. The Queer Narrativity of the Hero's Journey in Nintendo's The Legend of Zelda Video Games. Journal of Narrative Theory, [online] 48(2), pp.225-251. Available at: <https://muse.jhu.edu/article/701991>.

  • Journal

    Rune, K.

    In Defense of Cutscenes

    2002 - Computer Games and Digital Cultures Conference Proceedings

    In-text: (Rune, 2002)

    Your Bibliography: Rune, K., 2002. In Defense of Cutscenes. Computer Games and Digital Cultures Conference Proceedings, [online] 1, pp.191-202. Available at: <http://www.digra.org/digital-library/publications/in-defense-of-cutscenes/>.

  • Journal

    Schnaars, C.

    Taking a Breath of the Wild: The Concept of Airness in Nintendo’s take on Open World Games

    2021

    In-text: (Schnaars, 2021)

    Your Bibliography: Schnaars, C., 2021. Taking a Breath of the Wild: The Concept of Airness in Nintendo’s take on Open World Games. [online] pp.115-132. Available at: <https://heiup.uni-heidelberg.de/reader/download/752/752-69-93319-1-10-20210418.pdf>.

  • Journal

    Schrader, K.

    Queering an Icon: The Legend of Zelda and Inclusive Diversity

    2020

    In-text: (Schrader, 2020)

    Your Bibliography: Schrader, K., 2020. Queering an Icon: The Legend of Zelda and Inclusive Diversity. [online] pp.1-16. Available at: <https://concept.journals.villanova.edu/index.php/concept/article/download/2477/2452/8544> [Accessed 19 May 2022].

  • Journal

    Stang, S. M.

    (Re-)Balancing the Triforce: Gender Representation and Androgynous Masculinity in the Legend of Zelda Series

    2019 - Human Technology

    In-text: (Stang, 2019)

    Your Bibliography: Stang, S., 2019. (Re-)Balancing the Triforce: Gender Representation and Androgynous Masculinity in the Legend of Zelda Series. Human Technology, [online] 15(3), pp.367-389. Available at: <https://www.semanticscholar.org/paper/(Re-)Balancing-the-Triforce%3A-Gender-Representation-Stang/e820c2fe9d1d6ff5990a0a98b40a141a48a2839c#paper-header> [Accessed 1 March 2022].

  • Website

    Taylor, N., Kampe, C. and Bell, K.

    Me and Lee: Identification and the Play of Attraction in The Walking Dead

    2015 - The International Journal of Computer Game Research

    In-text: (Taylor, Kampe and Bell, 2015)

    Your Bibliography: Taylor, N., Kampe, C. and Bell, K., 2015. Me and Lee: Identification and the Play of Attraction in The Walking Dead. [online] Gamestudies.org. Available at: <http://gamestudies.org/1501/articles/taylor>.

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