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Thus, my hope is that a new wave of research can emerge that meets
somewhere between studying the virtual worlds of games, the play of gam-
ers and the creative productive and intensely laborious worlds of video game
developers. The collection of chapters contained in this volume is, perhaps,
a fi rst volley of renewed interest in understanding the broader phenomenon
that is “the video game industry.” As the very title of the volume indicates,
this is not the software industry, but something worthy of inquiry in and of
itself. This is the video game industry.
GAME REFERENCES
Blizzard Entertainment. (2004). World of Warcraft [PC/Mac Massively Multiplayer
Online Role-Playing Game]. Santa Monica, California: Activision Blizzard.
CCP Games. (2003). Eve Online [PC/Mac Massively Multiplayer Online Role-
Playing Game]. Stone Mountain, Georgia: CCP Games.
Linden Research. (2003). Second Life [PC/Mac Online Virtual World]. San Fran-
cisco, California: Linden Research.
Mojang. (2009). Minecraft [PC/Mac Online Massively Multiplayer Online Sand-
box Game]. Stockholm, Sweden: Mojang Specifi cations.
Nintendo. (1985). Super Mario Bros. [Nintendo Entertainment System Game].
Redmond, Washington: Nintendo of America.
Sony Online Entertainment. (1999). EverQuest [PC/Mac Massively Multi-
player Online Role-Playing Game]. San Diego, California: Sony Online
Entertainment.
Square Enix. (2002). Kingdom Hearts [PlayStation 2 Game]. Tokyo, Japan: Square
Enix.
REFERENCES
Becker, Howard. (1984). Art Worlds . Berkeley: University of California Press.
Bogost, Ian. (2007). Persuasive Games: The Expressive Power of Videogames .
Cambridge, MA: MIT Press.
Consalvo, Mia. (2007). Cheating: Gaining Advantage in Videogames . Cambridge,
MA: MIT Press.
Deuze, Mark, Martin, Chase Bowen, and Allen, Christian. (2007). “The Profes-
sional Identity of Gameworkers”. Convergence 13 (4): 335-353.
Dyer-Witheford, Nick and de Peuter, Greig. (2009). Games of Empire: Global
Capitalism and Video Games . Edited by Katherine Hayles, Mark Poster and
Samuel Weber. Minneapolis: University of Minnesota Press.
Dyer-Witheford, Nick and Sharman, Zena. (2005). “The Political Economy of
Canada's Video and Computer Game Industry”. Canadian Journal of Com-
munication 30 (2): 187-210.
Dymek, Mikolaj. (2010). “Industrial Phantasmagoria: Subcultural Interactive Cin-
ema Meets Mass-Cultural Media of Simulation”. Industrial Economics and
Management, Royal Institute of Technology, Stockholm, Sweden.
Kent, Steven L. (2001). The Ultimate History of Video Games: The Story behind
the Craze that Touched Our Lives and Changed the World . New York: Three
Rivers Press.
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