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Selected Bibliography
- Allison, Anne. Millennial Monsters: Japanese Toys and the Global Imagination. Berkeley: University of California Press, 2006.
- Bateson, Gregory. “A Theory of Play and Fantasy.” In The Game Design Reader: A Rules of Play Anthology, edited by Katie Salen and Eric Zimmerman, 314–28. Cambridge, MA: MIT Press, 2006.
- Bax, Trent. Youth and Internet Addiction in China. Oxford: Routledge, 2013.
- Bell, Robert Charles. Board and Table Games from Many Civilizations. New York: Dover, 1979.
- Bloom, Gina. Gaming the Stage: Playable Media and the Rise of English Commercial Theater. Ann Arbor: University of Michigan Press, 2018.
- Caillois, Roger. Man, Play, and Games. Trans. Meyer Barash. Glencoe, IL: Free Press, 1961.
- Chan Chi Chuen, William Wai Lim Li, and Amy Sau Lam Chiu. The Psychology of Chinese Gambling: A Cultural and Historical Perspective. Berlin: Springer, 2019.
- Che, Xianhui, and Barry Ip. “Mobile Games in China: Development and Current Status.” In Mobile Gaming in Asia: Politics, Culture and Emerging Technologies, edited by Dal Yong Jin, 141–72. Dordrecht: Springer, 2017.
- Chen, Zu-Yan. “The Art of Black and White: Wei-ch’i in Chinese Poetry.” Journal of the American Oriental Society 117, no. 4 (1997): 643–53.
- Costikyan, Greg. Uncertainty in Games. Cambridge, MA: MIT Press, 2015.
- Eubanks, Charlotte. “Playing at Empire: The Ludic Fantasy of Sugoroku in Early Twentieth-Century Japan.” Verge: Studies in Global Asias 2, no. 2 (2016): 36–57.
- Fung, Anthony, and Sara Xueting Liao. “China.” In Videogames around the World, edited by Mark Wolf, 119–36. Cambridge, MA: MIT Press, 2015.
- Galloway, Alexander. Gaming: Essays on Algorithmic Culture. Minneapolis: University of Minnesota Press, 2006.
- Geertz, Clifford. The Interpretation of Cultures. New York: Basic Books, 1973.
- Geraci, Robert. Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life. New York: Oxford University Press, 2014.
- Goto-Jones, Chris. “Playing with Being in Digital Asia: Gamic Orientalism and the Virtual Dojo.” Asiascape: Digital Asia 2, no. 1–2 (2015): 20–56.
- Gouveia, Patricia. “Play and Games for a Resistance Culture.” In Playmode Exhibition Publication, 8–27. Lisbon: MAAT / Fundação EDP, 2019.
- Hjorth, Larissa. “The Game of Being Mobile: One Media History of Gaming and Mobile Technologies in Asia-Pacific.” Convergence 13 (2007): 369–81.
- Hjorth, Larissa, and Dean Chan, eds. Gaming Cultures and Place in Asia-Pacific. New York: Routledge, 2019.
- Huizinga, Johan. Homo Ludens: A Study of the Play Element in Culture. Translated by R. F. C. Hull. Boston: Beacon, 1949.
- Huntemann, Nina, and Ben Aslinger, eds. Gaming Globally: Production, Play, and Place. New York: Palgrave Macmillan, 2016.
- Jin, Dal Yong, ed. Mobile Gaming in Asia: Politics, Culture and Emerging Technologies. Dordrecht: Springer, 2017.
- Jørgensen, Kristine, and Faltin Karlsen, eds. 2018. Transgression in Games and Play. Cambridge, MA: MIT Press.
- Juul, Jesper. A Casual Revolution: Reinventing Video Games and Their Players. Cambridge, MA: MIT Press, 2010.
- Kavanagh, Thomas M. Enlightenment and the Shadows of Chance: The Novel and the Culture of Gambling in Eighteenth-Century France. Baltimore, MD: Johns Hopkins University Press, 1993.
- Kücklich, Julian. “Precarious Playbour: Modders in the Digital Games Industry.” Fibreculture 5 (2005). https://
five .fibreculturejournal .org /fcj -025 -precarious -playbour -modders -and -the -digital -games -industry /. - Lee, Seungcheol Austin, and Alexis Pulos, eds. Transnational Contexts of Development History, Sociality, and Society of Play: Videogames in East Asia. New York: Palgrave MacMillan, 2017.
- Lewis, Mark Edward. “Dicing and Divination in Early China.” Sino-platonic Papers 121 (July 2002): 1–23.
- Li, Na. “Playing the Past: Historical Videogames as Participatory Public History in China.” Convergence: The International Journal of Research into New Media Technologies 27, no. 3 (2021): 746–67.
- Li Ping. Zhongguo chuantong youxi yanjiu: Youxi yu jiaoyu guanxi de lishi jiedu 中國傳統遊戲研究: 遊戲與教育關係的歷史解讀. Taiyuan: Shanxi Jiaoyu Chubanshe, 2012.
- Liao, Sara. “Japanese Console Games Popularization in China: Governance, Copycats, and Gamers.” Games and Culture 11, no. 3 (2016): 275–97.
- Liboriussen, Bjarke, and Paul Martin. “Regional Game Studies.” Game Studies 16, no. 1 (2016). http://
gamestudies .org /1601 /articles /liboriussen. - Lin Chun. “Yuanqu zhong nüzi cuju de yanjiu” (元曲中女子蹴鞠的研究). Dunhuang Xue Jikan 2 (2016): 62–68.
- Lindtner, Silvia, and Paul Dourish. “The Promise of Play: A New Approach to Productive Play.” Games and Culture 6, no. 5 (2011): 453–78.
- Lo, Andrew. “The Game of Leaves: An Inquiry into the Origin of Chinese Playing Cards.” Bulletin of the School of Oriental and African Studies 63, no. 3 (2000): 389–406.
- MacKenzie, Colin, and Irving Finkel, eds. Asian Games: The Art of Contest. New York: Asia Society, 2004.
- Morgan, Carole. “The Chinese Game of Shengguan tu.” Journal of the American Oriental Society 124, no. 3 (2004): 517–32.
- Moskowitz, Marc. Go Nation: Chinese Masculinities and the Game of Weiqi in China. Berkeley: University of California Press, 2013.
- Partlett, David. The Oxford History of Board Games. Oxford: Oxford University Press, 1999.
- Pulos, Alexis, and Seungcheol Austin Lee, eds. Transnational Contexts of Culture, Gender, Class, and Colonialism in Play: Videogames in East Asia. New York: Palgrave MacMillan, 2016.
- Rao, Yichen. “From Confucianism to Psychology: Rebooting Internet Addicts in China.” History of Psychology 22, no. 4 (2019): 328–50.
- Roddy, Stephen. “Heroes Play by the Rules: Yu Yue’s Pedagogy for the Eight-Legged Essay.” Journal of Chinese Literature and Culture 7, no. 2 (2020): 235–67.
- Ruberg, Bonnie. Video Games Have Always Been Queer. New York: New York University Press, 2019.
- Salen, Katie, and Eric Zimmerman, eds. Rules of Play: Game Design Fundamentals. Cambridge: MIT Press, 2003.
- Schneider, Florian. China’s Digital Nationalism. New York: Oxford University Press, 2018.
- Selbitschka, Armin. “A Tricky Game: A Re-evaluation of Liubo Based on Archaeological and Textual Evidence.” Oriens Extremus 55 (2016): 105–66.
- Shule, Cao, and He Wei. “From ‘Electronic Heroin’ to ‘Created in China’: Game Reports and Gaming Discourse in China 1981–2017.” International Communication of Chinese Culture 8 (2021): 443–64.
- Stenros, Jaakko. “In Defense of a Magic Circle: The Social, Mental and Cultural Boundaries of Play.” Transactions of the Digital Games Research Association 1, no. 2 (2014): 147–85.
- Sun, Hongmei. Transforming Monkey: Adaptation and Representation of a Chinese Epic. Seattle: University of Washington Press, 2018.
- Szablewicz, Marcella. Mapping Digital Game Culture in China: From Internet Addicts to Esports Athletes. Cham: Palgrave Macmillan, 2020.
- Tai, Zixue, and Jue Lu. “Playing with Chinese Characteristics: The Landscape of Videogames in China.” In The Routledge Handbook of Digital Media and Globalization, edited by Dal Yong Jin, 206–14. New York: Routledge, 2021.
- Taylor, T. L. Play Between Worlds: Exploring Online Game Culture. Cambridge, MA: MIT Press, 2006.
- Townshend, Philip. “Games of Strategy: A New Look at Correlates and Crosscultural Methods.” In Play and Culture: Proceedings of the Association for the Anthropological Study of Play, edited by H. B. Schwartzman, 217–25. New York: Leisure Press, 1978.
- Wagner, Rudolf, and Catherine Yeh. “Frames of Leisure: Theoretical Essay.” In Testing the Margins of Leisure: Case Studies on China, Japan, and Indonesia, edited by Rudolf Wagner, Catherine Yeh, Eugenio Menegon, and Robert Weller, 291–309. Heidelberg: Heidelberg University Publishing, 2020.
- Walther, Bo Kampmann. “Playing and Gaming Reflections and Classifications.” Game Studies: The International Journal of Computer Game Research 3, no. 1 (2003). http://
www .gamestudies .org /0301 /walther /. - Wen, Alan. “What Makes a Chinese Game? Road to Cultural Authenticity.” Eurogamer, December 1, 2021. https://
www .eurogamer .net /what -makes -a -chinese -game. - Zanon, Paolo. “The Opposition of the Literati to the Game of Weiqi in Ancient China.” Asian and African Studies 5, no. 1 (1996): 70–82.
- Zhang, Lin. “Productive vs. Pathological: The Contested Space of Video Games in Post-Reform China (1980s–2012).” International Journal of Communication 7 (2013): 2391–411.