Complete Alphabetical List of Bibliography

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

 —. “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.

Abilian SAS. 2010–15. co-ment. http://www.co-ment.com/.

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.

Ancient World Mapping Center, Stoa Consortium, and Institute for the Study of the Ancient World. 2000. Pleiades. http://pleiades.stoa.org/.

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.

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.

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.

Apache Software Foundation. 2010–17. Apache Subversion. http://subversion.apache.org.

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.

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.

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.

Association for Computers and the Humanities (ACH) and ProfHacker. 2010. Digital Humanities Questions & Answers. http://digitalhumanities.org/answers/.

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.

Bachelard, Gaston. 1969. The Poetics of Space. Translated by Maria Jolas. Boston: Beacon Press.

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/

Ball, John Clement. 2010. “Definite Article: Graduate Student Publishing, Pedagogy, and the Journal as Training Ground.” Canadian Literature 204: 160–62.

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.

Baron, Alistair.  2008–17. VARD 2. http://ucrel.lancs.ac.uk/vard/about/.

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.

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.

Beller, Jonathan. 2006. The Cinematic Mode of Production: Attention Economy and the Society of the Spectacle. Hanover, NH: Dartmouth College Press.

—. 2006/07.  “Paying Attention.” Cabinet 24: n.p. http://www.cabinetmagazine.org/issues/24/beller.php.

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.

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.

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.

—. “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.

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.

Biagioli, Mario. 2002. “From Book Censorship to Academic Peer Review.” Emergences 12 (1): 11–45. doi:10.1080/1045722022000003435.

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.

Bjork, Staffan, and Jussi Holopainen. 2005. Patterns in Game Design. Hingham, MA: Charles River Media.

Blizzard Entertainment, Inc. 2005. World of Warcraft (WoW). https://worldofwarcraft.com/en-us/.

Bogost, Ian. 2007. Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: MIT Press.

—. 2011a. How To Do Things With Videogames. Minneapolis: University of Minnesota Press.

—.  2011b. “Persuasive Games: Exploitationware” [blog post]. Gamasutra. http://www.gamasutra.com/view/feature/6366/persuasive_games_exploitationware.php.

—. Alien Phenomenology, or, What It’s Like to Be a Thing. Minneapolis: University of Minnesota Press.

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

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.

Borgman, Christine L. 2007. Scholarship in the Digital Age: Information, Infrastructure, and the Internet. Cambridge, MA: MIT Press.

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.

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.

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.

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.

Brown, David W. 1995. “The Public/Academic Disconnect.” In Higher Education Exchange Annual, 38–42. Dayton, OH: Kettering Foundation.

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.

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.

Burke, Peter. 2000. A Social History of Knowledge: From Gutenberg to Diderot. Cambridge: Polity Press.

—. A Social History of Knowledge II: From the Encyclopédie to Wikipedia. Cambridge: Polity Press.

Caillois, Roger. (1961) 2001. Man, Play, and Games. Translated by Meyer Barash. New York: Free Press of Glencoe. Reprint, Chicago: University of Illinois Press.

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.

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.

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

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/.

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.

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.

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.

CCP Games. 2003. EVE Online. http://www.eveonline.com/.

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/.

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.

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/.

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.

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

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.

Citizen Cyberscience Centre and Open Knowledge Foundation. 2013. PyBossa. http://pybossa.com.

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.

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.

—. “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.

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.

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.

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.

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.

Crowley, Dennis, and Naveen Selvadurai. 2009. Foursquare. New York: Foursquare. https://foursquare.com.

Cyber Creations Inc. 2002. MMORPG.com. http://www.mmorpg.com/.

Danforth, Liz. 2011. “Gamification and Libraries.” Library Journal 136 (3): 84-85.

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.

Davidson, Cathy N., and David Theo Goldberg. 2004. “Engaging the Humanities.” Profession: 42–62. doi:10.1632/074069504X26386.

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.

Delicious Media, INC. 2017. Delicious. https://del.icio.us/.

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.

De Roure, David. 2014. “The Future of Scholarly Communications.” Insights 27 (3): 233–38. doi:10.1629/2048–7754.171.

Deterding, Sebastian. 2012. “Gamification: Designing for Motivation.” Interactions 19 (4): 14–17. doi:10.1145/2212877.2212883.

—. “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.

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.

DEVONtechnologies, LLC. n.d. DEVONthink. http://www.devontechnologies.com/products/devonthink/overview.html.

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.

Diigo, Inc. Diigo. 2017. https://www.diigo.com/.

Douma, Michael. 2011. “What is Gamification?” [blog post]. Idea. http://www.idea.org/blog/2011/10/20/what-is-gamification/.

Drucker, Johanna. 2003. “Designing Ivanhoe.” TEXT Technology 12 (2): 19–41. http://texttechnology.mcmaster.ca/pdf/vol12_2_03.pdf.

—. 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.

 —. 2009. “From Digital  Humanities  to  Speculative  Computing.” In SpecLab: Digital Aesthetics and Projects in Speculative Computing, 3–18. Chicago: University of Chicago Press.

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

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

—. 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.

Drucker, Johanna, and Jerome McGann. 2000. Ivanhoe. SpecLab (University of Virginia). http://www.ivanhoegame.org/?page_id=21.

Drupal. 2006. Bibliography Module. http://drupal.org/project/biblio.

Dyer-Witheford, Nick, and Greig de Peuter. 2009. Games of Empire: Global Capitalism and Video Games. Minneapolis: University of Minnesota Press.

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.

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.

Eisenstein, Elizabeth  L. 1979. The Printing Press as an Agent of Change: Communications and Cultural Transformations in Early Modern Europe. Cambridge: Cambridge University Press

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

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.

Evernote Corporation. 2017. Evernote. http://evernote.com/.

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.

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.

Ferrara, John. 2012. Playful Design: Creating Game Experiences in Everyday Interfaces. Brooklyn, NY: Rosenfeld Media.

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.

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.

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

—. Planned Obsolescence: Publishing, Technology, and the Future of the Academy. New York: New York University Press.

—. 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.

—. 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.

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.

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.

—. “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.

—. “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.

Foucault, Michel. 1977. Discipline and Punish: The Birth of the Prison. Translated by Alan Sheridan. London: Allen Lane and Penguin Books.

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.

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.

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

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.

Galloway, Alexander R. 2006. Gaming: Essays on Algorithmic Culture. Minneapolis: University of Minnesota Press.

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.
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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.

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.

Gibson, David, Clark Aldrich, and Marc Prensky, eds. 2007. Games and Simulations in Online Learning: Research and Development Frameworks. Hershey, PA: Information Science Publishing.

Gitelman, Lisa. 2006. Always Already New: Media, History, and the Data of Culture. Cambridge, MA: MIT Press.

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Graff, Gerald. 1987. Professing Literature: An Institutional History. Chicago: University of Chicago Press.

—. “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.

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.

Gregory, Derek. 1994. Geographical Imaginations. Oxford: Blackwell.

Grimes, Sara M., and Andrew Feenberg. 2009. “Rationalizing Play: A Critical Theory of Digital Gaming.” The Information Society 25 (2): 105–18. doi:10.1080/01972240802701643.

Grimshaw, Mark. 2003. WIKINDX. http://wikindx.sourceforge.net.

Groh, Fabian. 2012. “Gamification: State of the Art Definition and Utilization.” In Proceedings of the 4th Seminar on Research Trends in Media Informatics (RTMI ’12), edited by Naim Asaj, et al. Ulm, Germany: Institute of Media Informatics, Ulm University, 39–46. http://hubscher.org/roland/courses/hf765/readings/Groh_2012.pdf.

Gruzd, Anatoliy. 2006–16. Netlytic. http://netlytic.org/.

Guédon, Jean-Claude. 2008. “Digitizing and the Meaning of Knowledge.” Academic Matters (October–November): 23–26. http://www.academicmatters.ca/assets/AM_SEPT’08.pdf.

Guldi, Jo. 2013. “Reinventing the Academic Journal.” In Hacking the Academy: New Approaches to Scholarship and Teaching from Digital Humanities, edited by Daniel J. Cohen and Tom Scheinfeldt, 19–24. Ann Arbor: University of Michigan Press. doi:10.3998/dh.12172434.0001.001.

Guldi, Jo, and Cora Johnson-Roberson. 2012. Paper Machines. metaLAB @ Harvard. http://papermachines.org/.

Habermas, Jürgen. 1991. “Introduction: Preliminary Demarcation of a Type of Bourgeois Public Sphere.” In The Structural Transformation of the Public Sphere, translated by Thomas Burger with the assistance of Frederick Lawrence, 1–26. Cambridge, MA: MIT Press.

Haft, Jamie. 2012. “Publicly Engaged Scholarship in the Humanities, Arts, and Design.” Animating Democracy: 1–15. http://imaginingamerica.org/wp-content/uploads/2015/09/JHaft-Trend-Paper.pdf.

Hammond, Adam, and Julian Brooke. 2011–12. He Do the Police in Different Voices. http://hedothepolice.org/.

Haraway, Donna. 1990. “A Cyborg Manifesto: Science, Technology, and Socialist Feminism in the Late Twentieth Century.” In Simians, Cyborgs, and Women: The Reinvention of Nature, 149–81. New York: Routledge.

Hart, Jennefer, Charlene Ridley, Faisal Taher, Corina Sas, and Alan J. Dix. 2008. “Exploring the Facebook Experience: A New Approach to Usability.” In Proceedings of the 5th Nordic Conference on Human-Computer Interaction (NordiCHI08), 471–74. New York: ACM.

Hart, William, and Terry Marsh. 2014. “Social Media Research Foundation.” In Encyclopedia of Social Media and Politics, edited by Kerric Harvey, 3: 1173–74. Thousand Oaks, CA: Sage.

Harvard University Herbarium and University of Massachusetts Boston (UMass-Boston) Biodiversity Informatics Lab. 2010–15. FilteredPush. http://wiki.filteredpush.org/wiki/FilteredPush.

Harvard University Library Lab. 2011. Highbrow. https://osc.hul.harvard.edu/liblab/projects/highbrow-textual-annotation-browser.

Hayles, N. Katherine. 2007. “Hyper and Deep Attention: The Generational Divide in Cognitive Modes.” Profession: 187–99.

—. 2008. Electronic Literature: New Horizons for the Literary. Notre Dame, IN: University of Notre Dame Press.

Haystack Group and Massachusetts Institute of Technology (MIT). n.d. nb. http://nb.mit.edu/.

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