The Perth Games Lab team have published numerous academic texts related to games:
Perth Games Lab
Hollett, R., Tomkinson, S., Illingworth, S., Power, B., & Harper, T. (2022). Evidence that digital game players neglect age classification systems when deciding which games to play. PLOS ONE, 17(2), 1–16. https://doi.org/10.1371/journal.pone.0263560
Tauel Harper
ORCID: 0000-0002-7843-5544
Harper, T., Elliott, J. (2021). Rhetoric in Videogames: What makes games persuasive?. In S. Mateus, Media Rhetoric: How Advertising and Digital Media Influence Us. Cambridge Scholars Publishing.
Harper, T. (2018). Colin Cremin (2016) Exploring Videogames with Deleuze and Guattari: Toward an Affective Theory of Form. Deleuze and Guattari Studies, 12(2), 307–311. https://doi.org/10.3366/dlgs.2018.0311
Savat, D., & Harper, T. (2016). Chapter 4: Play and Games. Media after Deleuze. Bloomsbury Academic.
Tomkinson, S., & Harper, T. (2015). The position of women in video game culture: Perez and Day’s Twitter Incident. Continuum, 29(4), 617–634. https://doi.org/10/ghp4rx
Harper, T. (2009). The Smooth Spaces of Play: Deleuze and the Emancipative Potential of Games. Symploke, 17(1–2), 129–142. https://doi.org/10/dxmgtk
Sian Tomkinson
ORCID: 0000-0002-8292-106X
Tomkinson, S. (2022). “She’s Built Like a Tank”: Player Reaction to Abby Anderson in The Last of Us: Part II. Games and Culture, 18. doi: 10.1177/15554120221123210.
Tomkinson, S., & van den Ende, B. (2021) “Thank you for your compliance”: Overwatch as a disciplinary system. Games and Culture. doi: 10.1177/15554120211026257.
Tomkinson, S., & Elliott, J. (2021) HYPE SOURCE: G Fuel’s Contemporary Gamer Persona and its Navigation of Prestige and Diversity. Persona Studies, 6(2). doi: 10.21153/psj2020vol6no2art971.
Tomkinson, S. (2020) Video games through the refrain: Innovation and familiarity. Journal of Gaming & Virtual Worlds, 12(3), pp. 287–302. doi: 10.1386/jgvw_00020_1.
Tomkinson, S. (2019) Why #WomenAreTooHardToAnimate: Exploring gender and identity in communities of play. PhD thesis. The University of Western Australia. doi: 10.26182/5d8d601400ecb.
Tomkinson, S. and Harper, T. (2015) The position of women in video game culture: Perez and Day’s Twitter Incident’. Continuum, 29(4), pp. 617–634. doi: 10/ghp4rx.
Ross Hollett
ORCID: 0000-0001-7146-3879
Hollett, R., Morgan, H., Chen, N.T.M., & Gignac, G.E. (2020). Female Characters from Adult-Only Video Games Elicit a Sexually Objectifying Gaze in Both Men and Women. Sex Roles, 83, 29-42.
Sam Illingworth
ORCID: 0000-0003-2551-0675
Illingworth, S. and Wake, P., 2021. Ten simple rules for designing analogue science games. PLOS Computational Biology, https://doi.org/10.1371/journal.pcbi.1009009
Illingworth, S., 2020. Creative communication–using poetry and games to generate dialogue between scientists and nonscientists. FEBS Letters, 594(15), pp.2333-2338.
Hut, R., Albers, C., Illingworth, S. and Skinner, C., 2019. Taking a Breath of the Wild: are geoscientists more effective than non-geoscientists in determining whether video game world landscapes are realistic?. Geoscience Communication, 2(2), pp.117-124.
Illingworth, S., 2019. Developing science tabletop games: Catan and global warming. JCOM: Journal of Science Communication, 18(4).
Lean, J., Illingworth, S. and Wake, P., 2018. Unhappy families: using tabletop games as a technology to understand play in education. Research in Learning Technology, 26
Brad Power
ORCID: 0000-0002-2571-1891
Rappa, N.A., Ledger, S., Teo, T.,, Wong, K.W., Power., B. & Hilliard., B. (2019) The use of eye tracking technology to explore learning and performance within virtual reality and mixed reality settings: a scoping review, Interactive Learning Environments, doi: 10.1080/10494820.2019.1702560
Power, B., 2015. “Machines for Play: Functionality, Context, and Performance in Video Game Spaces.” Perth, Western Australia: Murdoch University.
David Savat
Savat, D., & Harper, T. (2016). Chapter 4: Play and Games. Media after Deleuze. Bloomsbury Academic.
Tama Leaver
ORCID: 0000-0002-4065-4725
Locke, K., & Leaver, T. (in press, accepted October 2020). Pokémon Go and Urban Accessibility. In K. Ellis, M. Kent, & T. Leaver (Eds.), Gaming Disability: Disability perspectives on contemporary video games. Routledge.
Peaty, G., & Leaver, T. (in press, accepted July 2020). The Familiar Places We Dream About: Pokémon GO and Nostalgia during a Global Pandemic. The Australasian Journal of Popular Culture.
Leaver, T., & Willson, M. (Eds.). (2016). Social, Casual and Mobile Games: The Changing Gaming Landscape. London and New York: Bloomsbury Academic.
Leaver, T., & Willson, M. (2016). Social networks, casual games and mobile devices: the shifting contexts of gamers and gaming. In T. Leaver & M. Willson (Eds.), Social, Casual and Mobile Games: The Changing Gaming Landscape. London and New York: Bloomsbury Academic.
Leaver, T. (2016). Angry Birds as a Social Network Market. In T. Leaver & M. Willson (Eds.), Social, Casual and Mobile Games: The Changing Gaming Landscape. London and New York: Bloomsbury Academic.
Willson, M., & Leaver, T. (2015). Zynga’s Farmville, Social Games and the ethics of Big Data Mining. Communication Research and Practice, 1(2). http://doi.org/10.1080/22041451.2015.1048039
Leaver, T., & Lloyd, C. (2015). Seeking Transparency in Locative Media. In R. Wilken & G. Goggin (Eds.), Locative Media (pp. 162–174). London & New York: Routledge.
Leaver, T., Willson, M., & Balnaves, M. (2012). Transparency and the Ubiquity of Information Filtration? Ctrl-Z: New Media Philosophy, 1(2),
Balnaves, M., M. Willson, and T. Leaver (2012), “Entering Farmville: Finding Value in Social Games” in C. Anyanwu, K. Green, J. Sykes (Eds), Refereed Proceedings of the Australian and New Zealand Communication Association conference: Communicating Change and Changing Communication in the 21st Century, ISSN 1448-4331.