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
(unpublished draft) ‘the phenomenology of Angry Birds‘
‘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]
‘Cyborg’, ‘Cyberspace’, Virtual Reality’, and ‘Robot’, in The International Encyclopedia of Communication Theory & Philosophy, Wiley-Blackwell 2016
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.