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Complete Alphabetical List of Bibliography

1 Aarseth, Espen J. 1997. “Introduction.” In Cybertext: Perspectives on Ergodic Literature, 1–23. Baltimore: Johns Hopkins University Press. Leave a comment on line 1 0

2  —. “A Narrative Theory of Games.” In Proceedings of the International Conference on the Foundations of Digital Games (FDG ’12), 129– 33. New York: ACM. doi:10.1145/2282338.2282365. Leave a comment on line 2 0

3 Abilian SAS. 2010–15. co-ment. http://www.co-ment.com/. Leave a comment on line 3 0

4 Althusser, Louis. 1971. “Ideology and Ideological State Apparatuses (Notes Towards an Investigation).” In Lenin and Philosophy and Other Essays, translated by Ben Brewster, 127–86. New York: Monthly Review Press. Leave a comment on line 4 0

5 Ancient World Mapping Center, Stoa Consortium, and Institute for the Study of the Ancient World. 2000. Pleiades. http://pleiades.stoa.org/. Leave a comment on line 5 0

6 Andersen, Christian Ulrik, and Søren Bro Pold. 2014. “Post-digital Books and Disruptive Literary Machines.” Formules / Revue des Créations Formelles et Littératures à Contraintes 18: 169–88. Leave a comment on line 6 0

7 Ang, Ien. 2004. “Who Needs Cultural Research?” In Cultural Studies and Practical Politics: Theory, Coalition Building, and Social Activism, edited by Pepi Leystina, 477–83. New York: Blackwell. Leave a comment on line 7 0

8 Anthropy, Anna. 2012. Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Dropouts, Queers, Housewives, and People Like You Are Taking Back an Art Form. New York: Seven Stories Press. Leave a comment on line 8 0

9 Apache Software Foundation. 2010–17. Apache Subversion. http://subversion.apache.org. Leave a comment on line 9 0

10 Arbuckle, Alyssa, and Alex Christie, with the ETCL, INKE, and MVP Research Groups. 2015. “Intersections Between Social Knowledge Creation and Critical Making.” Scholarly and Research Communication 6 (3): n.p. http://src-online.ca/index.php/src/article/view/200. Leave a comment on line 10 0

11 Arbuckle, Alyssa, Constance Crompton, and Aaron Mauro. 2014. Introduction: “Building Partnerships to Transform Scholarly Publishing.” Scholarly and Research Communication 5 (4): n.p. http://src-online.ca/index.php/src/article/view/195. Leave a comment on line 11 0

12 Arbuckle, Alyssa, Aaron Mauro, and Lynne Siemens. 2015. Introduction: “From Technical Standards to Research Communities: Implementing New Knowledge Environments Gatherings, Sydney 2014 and Whistler 2015.” Scholarly and Research Communication 6 (2): n.p. http://src-online.ca/index.php/src/article/view/232. Leave a comment on line 12 0

13 Association for Computers and the Humanities (ACH) and ProfHacker. 2010. Digital Humanities Questions & Answers. http://digitalhumanities.org/answers/. Leave a comment on line 13 0

14 Avila, Maria, with contributions from Alan Knoerr, Nik Orlando, and Celestina Castillo. 2010. “Community Organizing Practices in Academia: A Model, and Stories of Partnerships.” Journal of Higher Education Outreach and Engagement 14 (2): 37–63. http://openjournals.libs.uga.edu/index.php/jheoe/article/view/43/38. Leave a comment on line 14 0

15 Bachelard, Gaston. 1969. The Poetics of Space. Translated by Maria Jolas. Boston: Beacon Press. Leave a comment on line 15 0

16 Bailey, Moya Z. 2011. “All the Digital Humanists Are White, All the Nerds Are Men, But Some of Us Are Brave.” Journal of Digital Humanities 1 (1): n.p. http://journalofdigitalhumanities.org/1-1/all-the-digital-humanists-are-white-all-the-nerds-are-men-but-some-of-us-are-brave-by-moya-z-bailey/ Leave a comment on line 16 0

17 Ball, John Clement. 2010. “Definite Article: Graduate Student Publishing, Pedagogy, and the Journal as Training Ground.” Canadian Literature 204: 160–62. Leave a comment on line 17 0

18 Balsamo, Anne. 2011. Introduction: “Taking Culture Seriously in the Age of Innovation.” In Designing Culture: The Technological Imagination at Work, 2–25. Durham, NC: Duke University Press. Leave a comment on line 18 0

19 Baron, Alistair.  2008–17. VARD 2. http://ucrel.lancs.ac.uk/vard/about/. Leave a comment on line 19 0

20 Bath, Jon, and Scott Schofield. 2015. “The Digital Book.” In The Cambridge Companion to the History of the Book, edited by Leslie Howsam, 181–95. Cambridge: Cambridge University Press. Leave a comment on line 20 0

21 Bazerman, Charles. 1991. “How Natural Philosophers Can Cooperate: The Literary Technology of Coordinated Investigation in Joseph Priestley’s History and Present State of Electricity (1767).” In Textual Dynamics of the Professions: Historical and Contemporary Studies of Writing in Professional Communities, edited by Charles Bazerman and James Paradis, 13–44. Madison: University of Wisconsin Press. Leave a comment on line 21 0

22 Beller, Jonathan. 2006. The Cinematic Mode of Production: Attention Economy and the Society of the Spectacle. Hanover, NH: Dartmouth College Press. Leave a comment on line 22 0

23 —. 2006/07.  “Paying Attention.” Cabinet 24: n.p. http://www.cabinetmagazine.org/issues/24/beller.php. Leave a comment on line 23 0

24 Benkler, Yochai. 2003. “Freedom in the Commons: Towards a Political Economy of Information.” Duke Law Journal 52 (6): 1245–76. http://scholarship.law.duke.edu/dlj/vol52/iss6/3. Leave a comment on line 24 0

25 Berkenkotter, Carol, Thomas N. Huckin, and John Ackerman. 1991. “Social Context and Socially Constructed Texts: The Initiation of a Graduate Student into a Writing Research Community.” In Textual Dynamics of the Professions: Historical and Contemporary Studies of Writing in Professional Communities, edited by Charles Bazerman and James Paradis, 191–215. Madison: University of Wisconsin Press. Leave a comment on line 25 0

26 Berry, David M. 2011. “The Computational Turn: Thinking About the Digital Humanities.” Culture Machine 12: n.p. http://www.culturemachine.net/index.php/cm/article/view/440/470. Leave a comment on line 26 0

27 —. “The Social Epistemologies of Software.” Social Epistemology: A Journal of Knowledge, Culture and Policy 26 (3–4): 379–98. doi:10.1080/02 691728.2012.727191. Leave a comment on line 27 0

28 Besser, Howard. 2004. “The Past, Present, and Future of Digital Libraries.” In A Companion to Digital Humanities, edited by Susan Schreibman, Raymond Siemens, and John Unsworth, 557–75. Oxford: Blackwell. Leave a comment on line 28 0

29 Biagioli, Mario. 2002. “From Book Censorship to Academic Peer Review.” Emergences 12 (1): 11–45. doi:10.1080/1045722022000003435. Leave a comment on line 29 0

30 Bijker, Wiebe E., and John Law. 1992. “General Introduction.” In Shaping Technology/Building Society: Studies in Sociotechnical Change, edited by Wiebe E. Bijker and John Law, 1–14. Cambridge, MA: MIT Press. Leave a comment on line 30 0

31 Bjork, Staffan, and Jussi Holopainen. 2005. Patterns in Game Design. Hingham, MA: Charles River Media. Leave a comment on line 31 0

32 Blizzard Entertainment, Inc. 2005. World of Warcraft (WoW). https://worldofwarcraft.com/en-us/. Leave a comment on line 32 0

33 Bogost, Ian. 2007. Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: MIT Press. Leave a comment on line 33 0

34 —. 2011a. How To Do Things With Videogames. Minneapolis: University of Minnesota Press. Leave a comment on line 34 0

35 —.  2011b. “Persuasive Games: Exploitationware” [blog post]. Gamasutra. http://www.gamasutra.com/view/feature/6366/persuasive_games_exploitationware.php. Leave a comment on line 35 0

36 —. Alien Phenomenology, or, What It’s Like to Be a Thing. Minneapolis: University of Minnesota Press. Leave a comment on line 36 0

37 Bolter, Jay David. 2007. “Digital Media and Art: Always Already Complicit?” Criticism 49 (1): 107–19. doi:10.1353/crt.2008.0013. Leave a comment on line 37 0

38 Boot, Peter. 2012. “Literary Evaluation in Online Communities of Writers and Readers.” Scholarly and Research Communication 3 (2): n.p. http://src-online.ca/index.php/src/article/view/77/90. Leave a comment on line 38 0

39 Borgman, Christine L. 2007. Scholarship in the Digital Age: Information, Infrastructure, and the Internet. Cambridge, MA: MIT Press. Leave a comment on line 39 0

40 Bourdieu, Pierre. 1993. “The Field of Cultural Production, or: The Economic World Reversed.” In The Field of Cultural Production: Essays on Art and Literature, edited and translated by Randal Johnson, 29–73. New York: Columbia University Press. Leave a comment on line 40 0

41 Bowen, William R., Constance Crompton, and Matthew Hiebert. 2014. “Iter Community: Prototyping an Environment for Social Knowledge Creation and Communication.” Scholarly and Research Communication 5 (4): n.p. http://src-online.ca/index.php/src/article/view/193/360. Leave a comment on line 41 0

42 Brant, Claire. 2011. “The Progress of Knowledge in the Regions of Air?: Divisions and Disciplines in Early Ballooning.” Eighteenth-Century Studies 45 (1): 71–86. doi:10.1353/ecs.2011.0050. Leave a comment on line 42 0

43 Brooks, Kevin. 2002. “National Culture and the First-Year English Curriculum: A Historical Study of ‘Composition’ in Canadian Universities.” American Review of Canadian Studies 32 (4): 673–94. doi:10.1080/02722010209481679. Leave a comment on line 43 0

44 Brown, David W. 1995. “The Public/Academic Disconnect.” In Higher Education Exchange Annual, 38–42. Dayton, OH: Kettering Foundation. Leave a comment on line 44 0

45 Buehl, Jonathan, Tamar Chute, and Anne Fields. 2012. “Training in the Archives: Archival Research as Professional Development.” College Composition and Communication 64 (2): 274–305. Leave a comment on line 45 0

46 Burdick, Anne, Johanna Drucker, Peter Lunenfeld, Todd Presner, and Jeffrey Schnapp. 2012. “The Social Life of the Digital Humanities.” In Digital_Humanities, 73–98. Cambridge, MA: MIT Press. Leave a comment on line 46 0

47 Burke, Peter. 2000. A Social History of Knowledge: From Gutenberg to Diderot. Cambridge: Polity Press. Leave a comment on line 47 0

48 —. A Social History of Knowledge II: From the Encyclopédie to Wikipedia. Cambridge: Polity Press. Leave a comment on line 48 0

49 Caillois, Roger. (1961) 2001. Man, Play, and Games. Translated by Meyer Barash. New York: Free Press of Glencoe. Reprint, Chicago: University of Illinois Press. Leave a comment on line 49 0

50 Cao, Qilin, Yong Lu, Dayong Dong, Zongming Tang, and Yongqiang Li. 2013. “The Roles of Bridging and Bonding in Social Media Communities.” Journal of the American Society for Information Science and Technology 64 (8): 1671–81.  doi:10.1002/asi.22866. Leave a comment on line 50 0

51 Carletti, Laura, Derek McAuley, Dominic Price, Gabriella Giannachi,  and Steve Benford. 2013. “Digital Humanities and Crowdsourcing: An Exploration.” Museums and the Web 2013 Conference. Portland: Museums and the Web LLC. Leave a comment on line 51 0

52 Carlton, Susan Brown. 1995. “Composition as a Postdisciplinary Formation.” Rhetoric Review 14 (1): 78–87. doi:10.1080/07350199509389053. Leave a comment on line 52 0

53 Carson, Stephen, and Jan Philipp Schmidt. 2012. “The Massive Open Online Professor.” Academic Matters: The Journal of Higher Education, n.p. https://academicmatters.ca/2012/05/the-massive-open-online-professor/. Leave a comment on line 53 0

54 Causer, Tim, and Melissa Terras. 2014. “Crowdsourcing Bentham: Beyond the Traditional Boundaries of Academic History.” International Journal of Humanities and Arts Computing 8 (1): 46–64. doi:10.3366/ijhac.2014.0119. Leave a comment on line 54 0

55 Causer, Tim, Justin Tonra, and Valerie Wallace. 2012. “Transcription Maximized; Expense Minimized? Crowdsourcing and Editing The Collected Works of Jeremy Bentham.” Digital Scholarship in the Humanities (formerly Literary and Linguistic Computing) 27 (2): 119–37. doi:10.1093/llc/fqs004. Leave a comment on line 55 0

56 Causer, Tim, and Valerie Wallace. 2012.  “Building  a  Volunteer  Community: Results and Findings from Transcribe Bentham.” Digital Humanities Quarterly 6 (2): n.p. http://digitalhumanities.org:8081/dhq/vol/6/2/000125/000125.html. Leave a comment on line 56 0

57 CCP Games. 2003. EVE Online. http://www.eveonline.com/. Leave a comment on line 57 0

58 Center for Interdisciplinary Inquiry and Innovation in Sexual and Reproductive Health (Ci3), University of Chicago. 2013. The Source. https://ci3.uchicago.edu/portfolio/the-source/. Leave a comment on line 58 0

59 Chamberlin, Barbara, Jesús Trespalacios, and Rachel Gallagher. 2014. “Bridging Research and Game Development: A Learning Games Design Model for Multi-Game Projects.” In Educational Technology Use and Design for Improved Learning Opportunities, edited by Mehdi Khosrow-Pour, 151– 71. Hershey, PA: IGI Global. doi:10.4018/978-1-4666-6102-8.ch008. Leave a comment on line 59 0

60 Chang, Edmond. 2012. “Video+Game+Other+Media: Video Games and Remediation” [blog post]. Critical Gaming Project. https://depts.washington.edu/critgame/wordpress/2012/01/videogameothermediavideo-games-and-remediation/. Leave a comment on line 60 0

61 Chapman, Owen, and Kim Sawchuk. 2015. “Creation-as-Research: Critical Making in Complex Environments.” RACAR: Revue d’art canadienne / Canadian Art Review 40 (1): 49–52. http://www.jstor.org/stable/24327426. Leave a comment on line 61 0

62 Chun, Wendy Hui Kyong. 2004. “On Software, or the Persistence of Visual Knowledge.” Grey Room 18: 26–51. doi:10.1162/1526381043320741. Leave a comment on line 62 0

63 Christie, Alex, and the INKE and MVP Research Groups. 2014. “Interdisciplinary, Interactive, and Online: Building Open Communication Through Multimodal Scholarly Articles and Monographs.” Scholarly and Research Communication 5 (4): n.p. http://src-online.ca/index.php/src/article/view/190. Leave a comment on line 63 0

64 Citizen Cyberscience Centre and Open Knowledge Foundation. 2013. PyBossa. http://pybossa.com. Leave a comment on line 64 0

65 Clement, Tanya. 2011. “Knowledge Representation and Digital Scholarly Editions in Theory and Practice.” Journal of the Text Encoding Initiative 1: n.p. doi:10.4000/jtei.203. Leave a comment on line 65 0

66 Cohen, Daniel J. 2008. “Creating Scholarly Tools and Resources for the Digital Ecosystem: Building Connections in the Zotero Project.” First Monday 13 (8): n.p. doi:10.5210/fm.v13i8.2233. Leave a comment on line 66 0

67 —. “The Social Contract of Scholarly Publishing.” In Debates in the Digital Humanities, edited by Matthew K. Gold, 319–21. Minneapolis: University of Minnesota Press. http://dhdebates.gc.cuny.edu/debates/text/27. Leave a comment on line 67 0

68 Cohen, Daniel J., and Tom Scheinfeldt. 2013. “Preface.” In Hacking the Academy: New Approaches to Scholarship and Teaching from Digital Humanities, edited by Daniel J. Cohen and Tom Scheinfeldt, 3–5. Ann Arbor: University of Michigan Press. doi:10.3998/dh.12172434.0001.001. Leave a comment on line 68 0

69 Coleman, Susan L., Ellen S. Menaker, Jennifer McNamara, and Tristan E. Johnson. 2015. “Communication for Stronger Learning Game Design.” In Design and Development of Training Games, edited by Talib S. Hussain and Susan L. Coleman. New York: Cambridge University Press, 31–54. doi:10.1017/CBO9781107280137.003. Leave a comment on line 69 0

70 Crompton, Constance, Alyssa Arbuckle, Raymond G. Siemens, and the Devonshire MS Editorial Group. 2013. “Understanding the Social Edition Through Iterative Implementation: The Case of the Devonshire MS (BL Add MS 17492).” Scholarly and Research Communication 4 (3): n.p. http://src-online.ca/index.php/src/article/view/118/311. Leave a comment on line 70 0

71 Crompton, Constance, Raymond G.  Siemens,  and  Alyssa  Arbuckle, with the INKE Research Group. 2015. “Enlisting ‘Vertues Noble & Excelent’: Behavior, Credit, and Knowledge Organization in the Social Edition.” Digital Humanities Quarterly 9 (2): n.p. http://www.digitalhumanities.org/dhq/vol/9/2/000202/000202.html. Leave a comment on line 71 0

72 Crowley, Dennis, and Naveen Selvadurai. 2009. Foursquare. New York: Foursquare. https://foursquare.com. Leave a comment on line 72 0

73 Cyber Creations Inc. 2002. MMORPG.com. http://www.mmorpg.com/. Leave a comment on line 73 0

74 Danforth, Liz. 2011. “Gamification and Libraries.” Library Journal 136 (3): 84-85. Leave a comment on line 74 0

75 Davidson, Cathy N. 2011. “Why Badges? Why Not?” [blog post]. HASTAC. https://www.hastac.org/blogs/cathy-davidson/2011/09/16/why-badges-why-not. Leave a comment on line 75 0

76 Davidson, Cathy N., and David Theo Goldberg. 2004. “Engaging the Humanities.” Profession: 42–62. doi:10.1632/074069504X26386. Leave a comment on line 76 0

77 De Carvalho, Carlos Rosemberg Maia, and Elizabeth S. Furtado. 2012. “Wikimarks: An Approach Proposition for Generating Collaborative, Structured Content from  Social  Networking  Sharing on the Web.” In Proceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems (IHC ’12), 95–98. Porto Alegre, Brazil: Brazilian Computer Society. Leave a comment on line 77 0

78 Delicious Media, INC. 2017. Delicious. https://del.icio.us/. Leave a comment on line 78 0

79 De Paoli, Stefano, Nicolò De Uffici, and Vincenzo D’Andrea. 2012. “Designing Badges for a Civic Media Platform: Reputation and Named Levels.” In Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers (BCS-HCI ’12). Swinton, UK: British Computer Society, 59–68. Leave a comment on line 79 0

80 De Roure, David. 2014. “The Future of Scholarly Communications.” Insights 27 (3): 233–38. doi:10.1629/2048–7754.171. Leave a comment on line 80 0

81 Deterding, Sebastian. 2012. “Gamification: Designing for Motivation.” Interactions 19 (4): 14–17. doi:10.1145/2212877.2212883. Leave a comment on line 81 0

82 —. “The Lens of Intrinsic Skill Atoms: A Method for Gameful Design.” Human-Computer Interaction 30 (3–4): 294–335. doi:10.1080/07370024.2014.993471. Leave a comment on line 82 0

83 Deterding, Sebastian, Dan Dixon, Rilla Khalad, and Lennart E. Nacke. 2011. “From Game Design Elements to Gamefulness: Defining ‘Gamification.’” In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (MindTrek ’11), 9–15. New York: ACM. doi:10.1145/2181037.2181040. Leave a comment on line 83 0

84 DEVONtechnologies, LLC. n.d. DEVONthink. http://www.devontechnologies.com/products/devonthink/overview.html. Leave a comment on line 84 0

85 Dickey, Michele D. 2007. “Game Design and Learning: A Conjectural Analysis of How Massively Multiple Online Role-Playing Games (MMORPGS) Foster Intrinsic Motivation.” Educational Technology Research and Development 55 (3): 253–73. Leave a comment on line 85 0

86 Diigo, Inc. Diigo. 2017. https://www.diigo.com/. Leave a comment on line 86 0

87 Douma, Michael. 2011. “What is Gamification?” [blog post]. Idea. http://www.idea.org/blog/2011/10/20/what-is-gamification/. Leave a comment on line 87 0

88 Drucker, Johanna. 2003. “Designing Ivanhoe.” TEXT Technology 12 (2): 19–41. http://texttechnology.mcmaster.ca/pdf/vol12_2_03.pdf. Leave a comment on line 88 0

89 —. 2006. “Graphical Readings and the Visual Aesthetics of Textuality.” TEXT: An Interdisciplinary Annual of Textual Studies 16: 267–76. http://www.jstor.org/stable/30227973. Leave a comment on line 89 0

90  —. 2009. “From Digital  Humanities  to  Speculative  Computing.” In SpecLab: Digital Aesthetics and Projects in Speculative Computing, 3–18. Chicago: University of Chicago Press. Leave a comment on line 90 0

91 —. 2011a. “Humanities Approaches to Graphical Display.” Digital Humanities Quarterly 5 (1): n.p. http://www.digitalhumanities.org/dhq/vol/5/1/000091/000091.html. Leave a comment on line 91 0

92 —. 2011b. “Humanities Approaches to Interface Theory.” Culture Machine 12: 1–20. https://www.culturemachine.net/index.php/cm/article/viewArticle/434 Leave a comment on line 92 0

93 —. 2012. “Humanistic Theory and Digital Scholarship.” In Debates in the Digital Humanities, edited by Matthew K. Gold, 85–95. Minneapolis: University of Minnesota Press. http://dhdebates.gc.cuny.edu/debates/text/34. Leave a comment on line 93 0

94 Drucker, Johanna, and Jerome McGann. 2000. Ivanhoe. SpecLab (University of Virginia). http://www.ivanhoegame.org/?page_id=21. Leave a comment on line 94 0

95 Drupal. 2006. Bibliography Module. http://drupal.org/project/biblio. Leave a comment on line 95 0

96 Dyer-Witheford, Nick, and Greig de Peuter. 2009. Games of Empire: Global Capitalism and Video Games. Minneapolis: University of Minnesota Press. Leave a comment on line 96 0

97 Eagleton, Terry. 2010. “The Rise of English.” In The Norton Anthology of Theory and Criticism, edited by Vincent B. Leitch, 2140–46. New York: W.W. Norton. Leave a comment on line 97 0

98 Edwards, Charlie. 2012. “The Digital Humanities and Its Users.” In Debates in the Digital Humanities, edited by Matthew K. Gold, 213–32. Minnesota: University of Minnesota Press. http://dhdebates.gc.cuny.edu/debates/ text/31. Leave a comment on line 98 0

99 Eisenstein, Elizabeth  L. 1979. The Printing Press as an Agent of Change: Communications and Cultural Transformations in Early Modern Europe. Cambridge: Cambridge University Press Leave a comment on line 99 0

100 Ellison, Julie. 2008. “The Humanities and the Public Soul.” Antipode 40 (3): 463–71. doi:10.1111/j.1467-8330.2008.00615.x. Leave a comment on line 100 0

101 Ellison, Julie, and Timothy Eatman. 2008. Scholarship in Public: Knowledge Creation and Tenure Policy in the Engaged University. Syracuse, NY: Imagining America. http://imaginingamerica.org/wp-content/uploads/2011/05/TTI_FINAL.pdf. Leave a comment on line 101 0

102 Evernote Corporation. 2017. Evernote. http://evernote.com/. Leave a comment on line 102 0

103 Farland, Maria M. 1996. “Academic Professionalism and the New Public Mindedness.” Higher Education Exchange Annual: 51–57. http://www.unz.org/Pub/HigherEdExchange-1996q1–00051. Leave a comment on line 103 0

104 Fernheimer, Janice W., Lisa Litterio, and James Hendler. 2011. “Transdisciplinary ITexts and the  Future  of  Web-scale  Collaboration.” Journal of Business and Technical Communication 25 (3): 322–37. doi:10.1177/1050651911400710. Leave a comment on line 104 0

105 Ferrara, John. 2012. Playful Design: Creating Game Experiences in Everyday Interfaces. Brooklyn, NY: Rosenfeld Media. Leave a comment on line 105 0

106 Fisher, Caitlin. 2015. “Mentoring Research-Creation: Secrets, Strategies, and Beautiful Failures.” RACAR: Revue d’art canadienne / Canadian Art Review 40 (1): 46–49.  http://www.jstor.org/stable/24327425. Leave a comment on line 106 0

107 Fitzpatrick, Kathleen. 2007. “CommentPress: New (Social)  Structures  for New (Networked) Texts.” Journal of Electronic Publishing 10 (3): n.p. doi:10.3998/3336451.0010.305. Leave a comment on line 107 0

108  —. “Peer-To-Peer  Review  and   the   Future  of   Scholarly Authority.” Cinema Journal 48 (2): 124–29. doi:10.1353/cj.0.0095. Leave a comment on line 108 0

109 —. Planned Obsolescence: Publishing, Technology, and the Future of the Academy. New York: New York University Press. Leave a comment on line 109 0

110 —. 2012a. “Beyond Metrics: Community Authorization and Open Peer Review.” In Debates in the Digital Humanities, edited by Matthew Gold, 452–59. Minneapolis: University of Minnesota Press. http://dhdebates.gc.cuny.edu/debates/text/7. Leave a comment on line 110 0

111 —. 2012b. “The Humanities, Done Digitally.” In Debates in the Digital Humanities, edited by Matthew K. Gold, 12–15. Minneapolis: University of Minnesota  Press. http://dhdebates.gc.cuny.edu/debates/text/30. Leave a comment on line 111 0

112 Fjällbrant, Nancy. 1997. “Scholarly Communication—Historical Development and New Possibilities.” In Proceedings of the IATUL Conferences. West Lafayette, IN: Purdue University Libraries e-Pubs. http://docs.lib.purdue.edu/cgi/viewcontent.cgi?article=1389&context=iatul. Leave a comment on line 112 0

113 Flanders, Julia. 2005. “Detailism, Digital Texts, and the Problem of Pedantry.” TEXT Technology 14 (2): 41–70. http://texttechnology.mcmaster.ca/pdf/vol14_2/flanders14-2.pdf. Leave a comment on line 113 0

114 —. “The Productive Unease of 21st-Century Digital Scholarship.” Digital Humanities Quarterly 3 (3): n.p. http://www.digitalhumanities.org/dhq/vol/3/3/000055/000055.html. Leave a comment on line 114 0

115 —. “Time, Labor, and ‘Alternate Careers’ in Digital Humanities Knowledge Work.” In Debates in the Digital Humanities, edited by Matthew Gold, 292–308. Minneapolis: University of Minnesota Press. http://dhdebates.gc.cuny.edu/debates/text/26. Leave a comment on line 115 0

116 Foucault, Michel. 1977. Discipline and Punish: The Birth of the Prison. Translated by Alan Sheridan. London: Allen Lane and Penguin Books. Leave a comment on line 116 0

117 Franklin, Michael J., Donald Kossman, Tim Kraska, Sukriti Ramesh, and Reynold Xin. 2011. “CrowdDB: Answering Queries with Crowdsourcing.” In Proceedings of the 2011 ACM SIGMOD International Conference on Management of Data (SIGMOD/PODS ’11), 61–72. New York: ACM. Leave a comment on line 117 0

118 Fraser, Nancy. 1990. “Rethinking the Public Sphere: A Contribution to the Critique of Actually Existing Democracy.” Social Text (25, 26): 56–80. http://www.jstor.org/stable/466240. Leave a comment on line 118 0

119 Freeman, Jo. 1972. “The Tyranny of Structurelessness.” The Second Wave 2 (1): n.p. http://www.jofreeman.com/joreen/tyranny.htm. Leave a comment on line 119 0

120 Galey, Alan, and Stan Ruecker. 2010. “How a Prototype Argues.” Digital Scholarship in the Humanities (formerly Literary and Linguistic Computing) 25 (4): 405–24. doi:10.1093/llc/fqq021. Leave a comment on line 120 0

121 Galloway, Alexander R. 2006. Gaming: Essays on Algorithmic Culture. Minneapolis: University of Minnesota Press. Leave a comment on line 121 0

122 Galloway, Alexander R., Carolyn Kane, Adam Parrish, Daniel Perlin, DJ / rupture and Matt Shadetek, Mushon Zer-Aviv, and the RSG Collective. Kriegspiel. New York University.  http://r-s-g.org/kriegspiel/index.php. Leave a comment on line 122 0
123 Gamification Wiki.  “Gamification.” Dublin, CA: Badgeville. https://badgeville.com/wiki/gamification. Leave a comment on line 123 0

124 Garson, Marjorie. 2008. “ACUTE: The First Twenty-Five Years, 1957–1982.” English Studies in Canada 34 (4): 21–43. https://ejournals.library.ualberta.ca/index.php/ESC/article/view/19771/15285. Leave a comment on line 124 0

125 Ghosh, Arpita, Satyen Kale, and Preston McAfee. 2011. “Who Moderates the Moderators? Crowdsourcing Abuse Detection in User-Generated Content.” In Proceedings of the 12th ACM Conference on Electronic Commerce (EC ’11), 167–76. New York: ACM. Leave a comment on line 125 0

126 Gibson, David, Clark Aldrich, and Marc Prensky, eds. 2007. Games and Simulations in Online Learning: Research and Development Frameworks. Hershey, PA: Information Science Publishing. Leave a comment on line 126 0

127 Gitelman, Lisa. 2006. Always Already New: Media, History, and the Data of Culture. Cambridge, MA: MIT Press. Leave a comment on line 127 0

128 GitHub, Inc. 2017. GitHub. https://github.com. Leave a comment on line 128 0

129 Glass, Geof. 2005. Marginalia. http://webmarginalia.net/. Leave a comment on line 129 0

130 Google Inc. 2012. Google Drive. https://www.google.com/drive/. Leave a comment on line 130 0

131 Graff, Gerald. 1987. Professing Literature: An Institutional History. Chicago: University of Chicago Press. Leave a comment on line 131 0

132 —. “Introduction: In the Dark All Eggheads Are Gray.” In Clueless in Academe: How Schooling Obscures the Life of the Mind, 1–16. New Haven, CT: Yale University Press. Leave a comment on line 132 0

133 Graham, Adam. 2012. “Gamification: Where’s the Fun in That?” [blog post]. Campaign 43: 47. https://www.campaignlive.co.uk/article/gamification-wheres-fun-that/1156994. Leave a comment on line 133 0

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Source: https://ntmrs-skc.itercommunity.org/complete-alphabetical-list-bibliography/