Kids & Digital Games

Nicola Pallitt's PhD Research Blog


Aarseth, E. (2003). “Playing Research: Methodological approaches to game analysis” Online conference paper: MelbourneDAC2003.

Arnould, E.J. and Thompson, C.J. (2005) ‘Consumer Culture Theory (CCT): Twenty Years of Research’, Journal of Consumer Research 31(March): 868–82.

Buckingham, D. 2000. After the Death of Childhood: Growing Up in the Age of Electronic Media. Cambridge, UK: Polity Press.

Buckingham, D, & Burn, A. (2007). “Game Literacy in Theory and Practice”. Journal of Educational Multimedia and Hypermedia, 16(3): 323-349.

Burn, A. (2007). “The Case of Rebellion: researching multimodal texts” In C. Lankshear, M. Knobel, D. Leu and J. Coiro, The Handbook of Research in New Literacies. New York: Laurence Erlbaum.

Carr, D., Buckingham, D., Burn, A. and Schott, G. (2006). Computer Games: text, narrative, play. Cambridge: Polity.

Carr, Diane. (2005). “Contexts, gaming pleasures, and gendered preferences.” Simulation and Gaming, vol 36(4): 464-482.

Egenfeldt Nielsen, Simon; Heide Smith, Jonas & Tosca, Susana Pajares. (2008).Understanding Video Games: The Essential Introduction. New York: Routledge.

Ermi, Laura, Heliö, Satu & Mäyrä, Frans. (2004). “The Power of Games and Control of Playing: Children as the Actors of Game Cultures” (English Summary). Hypermedia Laboratory Net Series 6. Available:

Gee, James Paul. (2003). What Video Games Have to Teach Us about Learning and Literacy. New York: Palgrave Macmillan.

Jewitt. C. (2006). Technology, literacy and learning: A multimodal approach. London: Routledge.

Järvinen, A. (2008).“Games Without Frontiers: Theories and Methods for Game Studies and Design”. PhD Dissertation, Tampere University.

Laurel, Brenda. (1993). Computers as Theatre. USA: Addison-Wesley.

Livingstone, S. (2002). Young people and new media. London: Sage Publications.

Mäyrä, Frans. (2008). An Introduction to Game Studies: Games in Culture. London: Sage.

Mäyrä, Frans. (2007). “The Contextual Game Experience: On the Socio-Cultural Contexts for Meaning in Digital Play”. Situated Play, Proceedings of DiGRA 2007 Conference.

Martens, L.; Southerton, D. & Scott, S. (2004). “Bringing Children (and Parents) into the Sociology of Consumption: Towards a theoretical and empirical approach” in Journal of Consumer Culture, 4(2): 155-182.

Norris, Sigrid. (2002). “The implication of visual research for discourse analysis: Transcription beyond language”. Visual Communication, vol 1(1):97-121.

Pelletier, Caroline. (2009). “Games and Learning: What’s the Connection?” International Journal of Learning and Media, 1(1): 83-101.

Pelletier, Caroline. (2005). “Studying games in school: a framework for Media Education” Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play.

Pelletier, Caroline. (2005).”The uses of literacy in studying computer games: Comparing students’ oral and visual representations of games” English Teaching: Practice and Critique, 4(1): 40-59. Available: pp.

Pratchett, Rhianna. (2005). “Gamers in the UK: Digital play, digital lifestyles” Whitepaper commissioned by the BBC Creative Research & Development.

Provenzo, Eugene, Jr. (2001): “Children and Hyperreality: The Loss of the Real in Contemporary Childhood and Adolescence” Available:

Raessens, Joost & Goldstein, Jeffrey. (2005). Handbook of Computer Game Studies. Cambridge: MIT Press.

Roig, Antoni; San Cornelio, Gemma; Ardèvol, Elisenda; Alsina, Paul & Pagès, Ruth. (2009). “Videogame as Media Practice: An Exploration of the Intersections Between Play and Audiovisual Culture”. Convergence: The International Journal of Research into New Media Technologies,15(1): 89-103.

Salen, K. and Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. Cambridge, MA: The MIT Press.

Sall, Alison & Grinter, Rebecca E. (2007). “Let’s Get Physical! In, Out and Around the Gaming Circle of Physical Gaming at Home” in Computer Supported Cooperative Work, 16:199–229.

Sefton-Green, Julian. (2006). “Chapter 8: Youth, Technology, and Media Cultures”. Review of Research in Education, vol 30: 279-306.

Sutton-Smith, B. (2001). The ambiguity of play. Cambridge, MA: Harvard University Press.

Sutton-Smith, B., & Pellegrini, A. D. (1995). The future of play theory: A multidisciplinary inquiry into the contributions of Brian Sutton-Smith. Albany: State University of New York Press

Walton, M. (2008). “Semiotic machines: Software in discourse”. PhD Dissertation. University of Cape Town, Cape Town.


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