Gameworlds: virtual media & children’s everday play, New York: Bloomsbury
Sample draft material:
The New Media & Technocultures Reader gathers texts which map the cultural implications of new media, encapsulating and challenging key debates, theoretical positions, and approaches to research.
a comprehensive introduction to the culture, history, technologies and theories of new media
‘SimKnowledge: what museums can learn from videogames’, in Michelle Henning (ed.) Museum Media, International Handbooks of Museum Studies. Malden MA: Wiley (2015). http://onlinelibrary.wiley.com/book/10.1002/9781118829059/
‘Bright bricks, dark play: on the impossibility of studying LEGO’ [draft], in Mark J.P. Wolf (ed.) LEGO Studies: examining the building blocks of a transmedial phenomenon. New York: Routledge (2014).
‘Simulation games’, in Bernard Perron and Mark J.P. Wolf (eds) The Routledge Companion to Video Game Studies, New York: Routledge (2013)
‘Drawing without light’, in Martin Lister (ed.) The Photographic Image in Digital Culture (2nd edition), London: Routledge (2013)
with Helen W. Kennedy, ‘Little Jesuses and Fuck-off Robots: on aesthetics, cybernetics, and not being very good at Lego Star Wars’, in Melanie Swalwell & Jason Wilson (eds) The Pleasures of Computer Games: essays on cultural history, theory and aesthetics, McFarland & Co. 2008
‘I’m the one who makes the Lego Racers go’: studying virtual and actual play, in Shanly Dixon & Sandra Weber (eds) Growing Up Online: young people and digital technologies, Palgrave / Macmillan 2007
‘Playing with nonhumans: digital games as technocultural form’, in Suzanne de Castell & Jen Jenson (eds) Worlds in Play: international perspectives on digital games research, Peter Lang 2007
with Helen W. Kennedy,‘Digital games as new media’, in Jason Rutter & Jo Bryce (eds) Understanding Digital Games, Sage 2006
‘The phenomenology of Angry Birds: virtual gravity and distributed proprioception in videogame worlds’, Journal of Gaming and Virtual Worlds. Draft version. 2017.
‘Pokemon Go and distributed imagination’, Mobile Media & Communication 5(1), 59-62, 2017. Draft here
‘What is the state of play (the work of the Opies for the postdigital era)?’, International Journal of Play. 3(3). Edited and revised version here.
‘Mini-games, monsters & Mr Happy’ (video essay), Audio Visual Thinking: the journal of academic videos, no.2, Sep 2011 http://www.audiovisualthinking.org/videos/mrhappy/
With Helen W. Kennedy, ‘Incremental speed increases excitement: bodies, space, movement and televisual change’, Journal of Television and New Media (special issue on the Nintendo Wii, edited by James Tobias), 11(3), April 2010
Events and collusions: a glossary for the microethnography of videogame play, Games and Culture 4(2), April 2009
Dionysiac machines: videogames and the triumph of the simulacra,Convergence: the international journal of research into new media technologies, 13(3), November 2007 [link]
A ‘pataphysics engine: Baudrillard, technology, play, and realities, Games and Culture, 2(4), October 2007 [link]
The circle of life: nature and representation in Disney’s The Lion King, Third Text, no.34, Winter 1999/2000 [link]
The International Encyclopedia of Communication Theory & Philosophy, Wiley-Blackwell 2016:
The Sage Encyclopedia of Out of School Learning, Sage 2017:
Terry Flew New Media: an introduction (2nd edition), Oxford: Oxford University Press 2005, in Convergence: the international journal of research into new media technologies, 13(1) 2007
Rene Laloux’s Fantastic Planet (DVD), in Journal of Science Fiction Film & Television, 1(1) 2008 [link]
other bits and pieces
PhD thesis (UWE, 2006) Walkthrough: videogames as technocultural form.