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Bartle 2010, Corneliussen & Rettberg 2010, Phillips & Plesner 2014, Taylor 2005, Taylor 2010,


Au, James Wagner (2008). The Making of Second Life. Notes from the New World. New York: Collins

Bartle, Richard (2004). Designing Virtual Worlds. Berkely: New Riders Publishing

Bartle, Richard (2010). “From MUDs to MMORPGs: The History of Virtual Worlds”. I: Hunsinger, Jeremy m.fl. (red.). International Handbook of Internet Research. Dortrecht/Heidelberg/London/New York: Springer

Boelstorff, Tom (2008). Coming of Age in Second Life. An Anthropologist Explores the Virtually Human. Princeton/Oxford: Princeton University Press

Castronova, Edward (2005). Synthetic Worlds. Chicago: Chicago University Press

Castronova, Edward (2007). Exodus to the Virtual Worlds. How Online Fun Is Changing Reality. New York: Palgrave Macmillan

Corneliussen, Hilde & Rettberg, Jill (red.) (2010). Digital Culture, Play, and Identity. Cambridge/London: MIT Press

Duncan, Sean C. (2011). Minecraft, Beyond Construction and Survival. Well Played: a journal on video games, value and meaning, 1 (1), s. 1-22

Malaby, Thomas (2009). Making Virtual Worlds. Linden Lab and Second Life. Ithaca/London: Cornell University Press

Phillips, Louise & Plesner, Ursula (red.) (2014). Researching Virtual Worlds: Methodologies for Studying Emergent Practices. New York/London: Routledge

Schroeder, Ralph (red.) (2002). The social life of avatars: presence and interaction in shared environments. London: Springer

Schroeder, Ralph (2010). Being there together. Social interaction in shared virtual environments. Oxford: Oxford University Press

Schroeder, Ralph & Axelsson, Ann Sofie (red.) (2006). Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments. (Computer Supported Cooperative Work Series, 34). Dortrecht: Springer

Siggaard Jensen, Sisse (2012). Ways of Virtual World-Making. Frederiksberg: Roskilde University Press, e-book

Taylor, T. L. (2005). Play between worlds. Exploring online game culture. Cambridge, Mass./London: MIT Press

Taylor, T. L. (2010). “Does World of Warcraft Change Everything? How a PvP Server, Multinational Playerbase, and Surveillance Mod Scene Caused Me Pause”. I: Corneliussen, Hilde & Rettberg, Jill (red.). Digital Culture, Play, and identity. Cambridge, Mass./London: MIT Press, s. 187-203

Tronstad, Ragnhild (2008). “Character Identification in World of Warcraft: The Relationship between Capacity and Appearance”. I: Corneliussen, Hilde & Rettberg, Jill (red.). Digital Culture, Play, and identity. Cambridge, Mass./London: MIT Press, s. 249-265

Turkle, Sherry (1995). Life on the Screen. Identity in the Age of the Internet. New York: Simon & Shuster

Turkle, Sherry (2011). Alone Together: Why We Expect More from Technology and Less from Each Other. New York: Basic

Williams, Dimitri m.fl. (2008). "Who plays, how much, and why? Debunking the stereotypical gamer profile". Journal of Computer-Mediated Communication, 13 (4), s. 993-1018

Yee, Nick (2014). The Proteus Paradox. How online games and virtual worlds change us – and how they don’t. New Haven/London: Yale University Press