The following articles, chapters, and books have influenced our thinking towards the creation of the SIPI knowledge environment. To read a full entry, either select from either the graphical ‘Annotated Previews’ list located directly beneath or from the MLA style bibliography list located further down.
Note: each annotation is also linked to a position paper written by the reviewers which explore the value of the literature and specific points of interest in relation to their SIPI research projects.
– Annotation Previews –
Alexander, Bryan. The New Digital Storytelling: Creating Narratives With New Media. Santa Barbara: Praeger, 2011. Print.
In The New Digital Storytelling, Alexander addresses academic, practitioner and public audiences to argue that digital platforms are effective mediums for storytelling and can be used successfully for research, learning and reaching (read more…)
Bogost, Ian. How to Do Things with Videogames. Minneapolis: Minnesota UP, 2011. Print.
With How to Do Things with Videogames, Bogost aims to deconstruct common misconceptions the general public have with video games as a medium. Bogost is a professor of digital media at the Georgia Institute of Technology (read more…)
Dicks, S. “The effects of digital literacy on the nature of technical communication work.” Digital literacy for technical communication. (2009): 51-82.
In this essay, Dicks takes a historical approach to understanding technical writing’s role in the greater context of communication, and analyzes the evolution of technical writing (read more…)
Dobson, Amy Shields. Postfeminist Digital Cultures: Femininity, Social Media, and Self-Representation. New York: Palgrave Macmillan, 2015. Print.
Dobson’s critical study grapples with the question of what it means to perform femininity in contemporary digital cultures. Her book attends to both digital spheres and genres of digital media, using platforms such as social (read more…)
Drucker, Johanna. “Interface and Interpretation.” Graphesis: Visual Forms of Knowledge Production. Massachusetts: Harvard Press, 2014. 138–179. Print.
The chapter “Interface and Interpretation” from Johanna Drucker’s latest book, Graphesis, provides an exceptional and much needed critique of the graphical user interface (GUI), the dominant feature of screens on most modern computational (read more…)
Drucker, Johanna. SpecLab: Digital Aesthetics and Projects in Speculative Computing. Chicago: University of Chicago Press, 2009.
Johanna Drucker’s SpecLab is a methodological investigation into the philosophy and application of speculative computing, galvanized within research efforts conducted at the University of Virginia with her colleague, Jerome McGann. Drucker describes (read more…)
Ensslin, Astrid. Literary Gaming. Cambridge, MA: The MIT Press, 2014. ProQuest ebrary. Web. 7 February 2016.
Astrid Ensslin’s book Literary Gaming examines the intersection between ludic and literary experiences. She proposes that her text will highlight the ways in which reading and gaming can be combined and presents these processes to both (read more…)
Flanagan, Mary. Critical Play: Radical Game Design. Cambridge, Massachusetts: The MIT Press, 2009. Print.
Mary Flanagan’s Critical Play is a call to develop a new methodology that will allow activist games to be created in greater numbers, and for games in general to be designed with increased diversity. “Critical play” refers to games and other types of play (read more…)
Gee, James Paul. What Video Games Have to Teach Us about Learning and Literacy. Gordonsville, VA, USA: Palgrave Macmillan, 2003. ProQuest ebrary. Web.
In his book What Video Games Have to Teach Us about Learning and Literacy, author James Paul Gee explains what video games have to offer users in terms of developing literacy skills, pedagogical applications, and learning principles (read more…)
Gray, Jonathan. Show Sold Separately: Promos, Spoilers, and Other Media Paratexts. New York: New York UP, 2010. Print.
Jonathan Gray’s Show Sold Separately explores how media extensions and paratextual material for television and film—and peripherally literature, music, and videogames—are used to enhance the fan experience and invite viewers to (read more…)
Harrigan, Pat and Noah Wardrip-Fruin. First Person: New Media as Story, Performance, and Game. Cambridge, MA: MIT, 2004.
The contributing authors to this collection of essays question the relationship between stories and games and explore new types of textual experiences made possible in the digital environment. The connection between stories and games (read more…)
Lessig, Lawrence. Remix: Making Art and Commerce Thrive in the Hybrid Economy. New York: Penguin, 2008. Print.
Lessig’s Remix asserts practitioners/creators (writers or remixers in his book) have generated new ways of writing, with emergent RW (read/write) culture shifting the focus from traditional text as the instrument of information (read more . . .)
Lewis, Jason Edwards. “A Better Dance and Better Prayers”. Coded Territories. Calgary: University of Calgary Press, 2014. Print
Lewis believes that Indigenous peoples can and have successfully appropriated digital technologies. Here, he offers a practical how-to that can serve as the basis for building more diversity (read more…)
Ohler, Jason. Digital Storytelling in the Classroom: New Media Pathways to Literacy, Learning, and Creativity. Thousand Oaks, CA: Corwin, 2008. Print.
Ohler defines how storytelling and new media can be used as tool to further education in the classroom. Ohler aims to educate potential practitioners and teachers on the grammar, theory and language of digital storytelling and how to approach teaching (read more..)
Page, Ruth. New Perspectives on Narrative and Multimodality. Florence: Taylor & Francis, 2009. Ebook Library. Web. 4 Mar. 2016.
Post-structuralist devotees of Jacques Derrida tout the famous phrase, “il n’y a pas de hors-texte:” there is no outside-text. Interestingly, the phrase is applicable quite broadly depending on on one’s interpretation of the phrase “text” and the scope (read more…)
McGonigal, Jane. “You Can Make the Leap from Games to Gameful.” Super Better. Toronto:Penguin Group, 2015. 104-29.Print.
The transition from just playing games to playing games mindfully is an essential aspect of accessing the benefits of gamefulness. McGonigal argues that a gamer should play with purpose, rather than with the escapist attitude (read more…)
Svenson, Patrik, and David Theo Goldberg, eds. Between Humanities and the Digital. Cambridge: MIT P, 2015. Print.
This compilation of current essays in the digital humanities (DH) sphere deals with the crossover between DH and the traditional humanities disciplines. The volume is a useful resource especially for those academics or interested practitioners (read more…)
This text describes a blueprint for social change activists. The authors, Patrick Reinsborough and Doyle Canning, are both activists themselves and co-founders of “The Center for Story-Based Strategy” in Oakland, California, formerly “SmartMeme” (read more…)
The Ecology of Games: Connecting Youth, Games, and Learning. Ed. Katie Salen. London: MIT P, 2008. Print.
The Ecology of Games: Connecting Youth, Games, and Learning is a collaborative work edited by Katie Salen that seeks to demonstrate the sociocultural value of games in the digital age. Salen considers gaming to be a comprehensive (read more…)
Thumim, Nancy. “It’s good for them to know my story: cultural mediation as tension.” Lundby, Kurt. Digital Storytelling, mediatized stories. New York: Peter Lang, 2008. 85-105.
In this chapter Nancy Thumim provides a breadth of perspectives that contribute to the digital storytelling conversation by delivering multiple motivations and opinions toward narrative sharing through new media (read more…)
– MLA List in alphabetical order –
Anthropy, Anna. Zzt. Boss Fight Books, 2014. Print.
Bogost, Ian. How to Do Things with Videogames. Minneapolis: Minnesota UP, 2011. Print.