Introduction to Special Issue: Media-ludic approaches: Critical reflections on games and research practice


  • Torill Mortensen IT University of Copenhagen Department of Digital design Center for Games Research Culture and Technology
  • Emma Witkowski RMIT University School of Design
  • Claus Toft-Nielsen School of Communication and Culture Aarhus University





Aarseth, E. (1997). Cybertext: Perspectives on Ergodic Literature. JHU Press.

Aarseth, E. (2001). ‘Computer Game Studies, Year One’, Game Studies: the international journal of computer game research 1(1).

Aarseth, E. (2003). ‘Playing Research: Methodological approaches to game analysis’, Game Approaches / Spil-veje. Papers from Conference, August 28.-29. Retrieved from:

Aarseth, E. (2015). ‘Meta Game Studies’, Game Studies: the international journal of computer game research 15(1).

Arnason, Lara. (2011). ‘New Media, New Research Methods: Current Approaches to Research in the Virtual World’, Media International Australia,138 (1), 98-111.

Banks, J., and Humphreys. S. (2008) ‘The Labour of User Co-Creators: Emergent Social Network Markets?’, Convergence: The International Journal of Research into New Media Technologies 14 (4): 401–18.

Boellstorff, T., Nardi, B., Pearce, C., and Taylor, TL. (2012). Ethnography and Virtual Worlds: A Handbook of Methods. New Jersey: Princeton University Press.

Castranova, E. (2005). Synthetic Worlds. Chicago: The University of Chicago Press.

Consalvo, M. and Dutton, N. (2006) ‘Game analysis: Developing a methodological toolkit for the qualitative study of games’, Games Studies, 6 (1).

Crawford, C. (2003) Chris Crawford on Game Design. Indianapolis, IN: New Riders. Crookall, D. (2000). ‘Thirty Years of Interdisciplinarity’, Simulation & Gaming, 31 (1), 5-21.

De Castell, S. and jensen, J. (2018). ‘“The Entrepreneurial Gamer”: Regendering the Order of Play’, Games and Culture. Online First.

Deterding, S. (2017). ‘The Pyrrhic Victory of Game Studies: Assessing the Past, Present, and Future of Interdisciplinary Game Research’, Games and Culture, 12 (6).

Dibbell, J. (1998). My Tiny Life: Crime and Passion in a Virtual World, London: Fourth Estate.

Dovey, J. and Kennedy, H.W. (2006). Game Cultures: Computer Games as New Media. Maidenhead: Open University Press.

Frissen, V., Lammes, S., de Lange, M., de Mul, J. and Raessens, J. (eds.) (2015). Playful Identities; the ludification of digital media cultures. Amsterdam: Amsterdam University Press

Giddings, S. and Harvey, A. (2018). ‘Introduction to Special Issue Ludic Economies: Ludic Economics 101’, Games and Culture, 1(5).

Gray, K.L. (2013). ‘Collective organizing, individual resistance, or asshole griefers? An ethnographic analysis of women of color in Xbox Live’. Ada: A Journal of Gender, New Media, and Technology, No. 2 doi:10.7264/N3KK98PS.

Gray, K.L. (2016). ‘Gendered alliances, racialized discords: Examining the contentious relationship among women in Xbox Live’. In Y. Kafai, B. Tynes, and G. Richard (eds). Diversifying Barbie and Mortal Kombat: New Perspectives on Race and Gender in Gaming. Carnegie Mellon: ETC Press.

Hjorth, L. (2011). Games and Gaming: An Introduction to New Media. London: Berg Publishers.

Jørgensen, Kristine (2013). Gameworld Interfaces. Cambridge, Ma: The MIT Press.

Karlsen, Faltin (2013). A World of Excesses: Online Games and Excessive Playing: Wey Court East, UK: Ashgate Publishing, Ltd..

Kirkpatrick, Graham (2011). Aesthetic Theory and the Video Game. Manchester: Manchester University Press

Lastowka, G. (2011). Virtual Justice: The New Laws of Online Worlds. Connecticut: Yale University Press.

Lees, Matt (2016). What Gamergate should have taught us about the 'alt-right', The Guardian Dec. 1st 2016.

Melcer, E., Nguyen, T. H. D., Chen, Z., Canossa, A., El-Nasr, M. S., and Isbister, K. (2015). ‘Games Research Today: Analyzing the Academic Landscape 2000-2014’, Paper presented at Foundations of Digital Games 2015, Pacific Grove CA. Santa Cruz, CA: Society for the Advancement of the Study of Digital Games.

Mortensen, T. E. and Jørgensen, K. (2013). ‘Estetikk og spillelementer: utfoldelse og lekenhet med digital medieteknologi’, Norsk Medietidsskrift 20(3). 241-260.

Mortensen, T.E. (2002). ‘Playing with players: Potential methodologies for MUDs’, Game Studies: the international journal of computer game research. 2(1).

Mortensen, T.E. (2003). Pleasures of the player: flow and control in online games. Thesis for the degree of Dr. Art., University of Bergen.

Mortensen, T.E. (2006). ‘Wow is the new MUD: Social gaming from text to video’, Games and Culture, 1(4). Mortensen, T.E. (2008). ‘Humans playing World of Warcraft: or Deviant Strategies?’, H.G. Corneliussen, and J.W. Rettberg (eds). Digital Culture, Play and Identity: A World of Warcraft Reader. Cambridge, MA: The MIT Press.

Mortensen, T.E. (2015). ‘Keeping the balance: morals at the dark side’. In: T.E. Mortensen, J. Linderoth, and A.M.L. Brown (eds.). The Dark Side of Gameplay: controversial issues in playful environments. New York and London: Routledge.

Nakamura, L. (2009). ‘Don't Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft’. Critical Studies in Media Communication, 26 (2).

Peters, J.D.P. (2015). The Marvelous Clouds: Towards a Philosophy of Elemental Media. Chicago: University of Chicago Press

Richardson, L. and St Pierre, E.A. (2005). ‘Writing: A Method of Inquiry’. In: N.K. Denzin and Y.S. Lincoln (eds.), The SAGE Handbook of Qualitative Research (pp. 959–978). Thousand Oaks: SAGE.

Schrank, Brian (2014). Avant-garde videogames: Playing with technoculture. Cambridge, Ma: The MIT Press.

Shaw, A. (2012). ‘Do you identify as a gamer? Gender, race, sexuality, and gamer identity’, New Media and Society, 14(1).

Taylor, N.T. (2016a) ‘Now You’re Playing With Audience Power’, Critical Studies in Media Communication 33(4): 293-307.

Taylor, N.T. (2016b). ‘Play To The Camera’. Convergence 22(2): 115–130. Taylor, T.L. (1999). ‘Life in Virtual Worlds: Plural Existence, Multi-modalities, and Other Online Research Challenges’, American Behavioral Scientist, 43(3): 435-449.

Taylor, T.L. (2018) Watch Me Play: Twitch and the rise of Game Live Streaming. New Jersey: Princeton University Press.

Taylor, T.L., and Witkowski, E. (2010) ‘This is How We Play It: What a Mega-LAN Can Teach Us About Games’, Foundations of Digital Games Conference Proceedings, Monterey, CA.

Thielmann, T. (2010) ‘Locative Media and Mediated Localities: An Introduction to Media Geography’, in Aether: the journal of media geography, 5, 1-17.

Toft-Nielsen, C. (2016) ‘Gaming Expertise. Doing Gender and Maintaining Social Relationships in the Context of Gamers’ Daily Lives’, Nordicom Review, 37. Special issue, 71-83.

Tronstad, Ragnhild (2012). ‘For en mediespesifikk spillestetikk’, Norsk medietidsskrift, 19(3). Williams, R. ([1958] 1989) Resources of Hope: Culture, Democracy, Socialism. London: Verso.

Witkowski, E. (2019). ‘Counter-Strike: Spectatorship’. In N. Huntemann and M. Payne (eds). How to Play Videogames. NYU Press.

Yee, N. (2006). ’The trouble with addiction’. Nov. 30th 2006, The daedalus project: Ytreberg, Espen (2014). ‘Medievitenskap’, in Store Norske Leksikon, Oslo: Store Norske Leksikon.




How to Cite

Mortensen, T., Witkowski, E., & Toft-Nielsen, C. (2018). Introduction to Special Issue: Media-ludic approaches: Critical reflections on games and research practice. MedieKultur: Journal of Media and Communication Research, 34(64), 9 p.