76-238 Electronic Media Seminar:
Videogames and their Influence
Journals
Overview
Handouts
Books
Journals
Articles
Games
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Lecturers

Biocca, F. (1992). Communication within virtual reality: Creating a space for research. Journal of Communication, 42(4). 5-97.

Brown, N. L., Brown, S. L., Brown, R. M., Hall, L. R., Holtzer, R. (1997). Gender and video game performance. Sex Roles, 36, Nos. 11/12, 793-813.

Bush, G. W. (1991). Like "a Drop of Water in the Stream of Life": Moving Images of Mass Man from Griffith to Vidor. Journal of American Studies, 25, No. 2, 213-234.

Dietz, T. L. (1998). An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior. Sex Roles, 38, Nos. 5/6, 425-442.

Funk, J. B., Buchman, D. D. (1996). Children’s perceptions of gender differences in social approval for playing electronic games. Sex Roles, 35, Nos. 3/4, 219-231.

Funk, J. B., Buchman, D. D. (1996). Playing violent video and computer games and adolescent self-concept. Journal of Communication, 46(2), 19-32.

Funk, J.B., Buchman, D. D., Flores, G., Germann, J. N. (1999). Rating Electronic Games: Violence is in the Eye of the Beholder. Sex Roles, 30, No. 3, March, 283-312.

Gailey, C. W. (1993). Mediated messages: Gender, class, and cosmos in home video games. Journal of Popular Culture, 27, 81-97.

Gaines, J. (?). Fabricating the female body.

Griffiths, M. (1997). Computer game playing in early adolescence. Youth & Society. 29, No. 2, Dec., 223-237.

Jacobson, D. (1996). Contexts and cues in cyberspace. Journal of Anthropological Research. 52, 461-479.

Katz, P. A., Ksansnak K. R. (1994). Developmental aspects of gender role flexibility and traditionality in middle childhood and adolescence. Developmental Psychology, 30, No. 2, 272-282.

Messaris, P. (1998). Visual Aspects of Media Literacy. Journal of Communication. Winter.

Meyrowitz, J. (1997). Multiple media literacies. Journal of Communication. Winter.

Miles, D. (1996). The CD-ROM novel Myst and McLuhan’s fourth law of media: Myst and its "Retrievals." Journal of Communication, 46(2), 4-32.

Panelas, T. (1983). Adolescents and video games. Youth & Society. 15, No. 1, Sept., 51-65.

Parks, M. R. (1996). Making friends in cyberspace. Journal of Communication, 46(1), 80-97.

Parks, M. R., Roberts, L. D. (1998). ‘Making MOOsic’. Jornal of Social and Personal Relationships. 15(4), 517-537.

Pettegrew, J. (1992). A Post-Modernist Moment: 1980’s Commercial Culture and the Founding of MTv. Journal of American Culture. 15(4), Winter, 57-66.

Ryan, E. B., Anas, A. P., Hummert, M. L., Laver-Ingram, A. (1998). Young and older adult’s views of telephone talk. Journal of Applied Communication Research. 26, 83-98.

Schwartz, H. (1998). Inter.Act.Exeunt: Are computer games interactive? The Communication Review. 2(4), 523-531.

Scodari, C. (1993). Operation Desert Storm as "Wargames": Sport, War, and Media Intertextuality. Journal of American Culture, 16(1), Spring, 1-6.

Vered, K. O. (1998). Blue group boys play Incredible Machine, girls play hopscotch: Social discourse and gendered play at the computer. Digital Diversion: Youth culture in the age of multimedia.

Weisband, S. Kiesler, S. (1996). Self disclosure on computer forms. Internet.