Final Blog Post Bibliography

Topic: I ultimately decided to focus the topic of my final blog post on that of my original blog post: exploring video games as a modern form of hedonism and how they’re essentially a vehicle for pleasing the user, with other functions secondary to the user’s enjoyment.


Anthropy, Anna. 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, 2012.

Bissell, Tom. Extra Lives: Why Video Games Matter. New York: Pantheon Books, 2010.

Brown, Damon. Porn & Pong: How Grand Theft Auto, Tomb Raider and Other Sexy         Games Changed Our Culture. Port Townsend, WA: Feral House, 2008.

Feldman, Fred. Pleasure and the Good Life: Concerning the Nature, Varieties, and         Plausibility of Hedonism. Oxford: Clarendon Press, 2004.

Gosling, J.C.B. Pleasure and Desire: The Case for Hedonism Reviewed. Oxford:            Clarendon Press, 1969.

Holbrook, Morris B., et al. “Play as a Consumer Experience: The Roles of Emotions,            Performance, and Personality in the Enjoyment of Games.” Journal of Consumer      Research 11 (1984): 728-739. Accessed February 5, 2013. http://www.


Jeng, Shih-Ping, and Ching-I Teng. “Personality and Motivations for Playing Online   Games.” Social Behavior & Personality 36 (2008): 1053-1060. Accessed       February 5, 2013. doi: 10.2224/sbp.2008.36.8.1053.

Lauwaert, Maaike, Joseph Wachelder, and Johan van der Walle. “Frustrating Desire: On      Repens and Repositio, or the Attractions and Distractions of Digital Games.”         Theory, Culture, & Society 24 (2007): 89-108. Accessed February 5, 2013. doi:             10.1177/0263276407071575.

Mendola, Joseph. “Intuitive Hedonism.” Philosophical Studies 128 (2006): 441-477.        Accessed February 5, 2013. doi: 10.1007/s11098-004-7810-5.

Mortensen, Torill Elvira. Perceiving Play: The Art and Study of Computer Games. New     York: Peter Lang Publishing, 2009.

“Pleasure Seeking.” The Aldine 5 (1872): 240-241. Accessed February 5, 2013.


Rigby, Scott. Glued to Games: How Video Games Draw Us in and Hold Us Spellbound.            Santa Barbara: ABC-CLIO, 2011.

Reinecke, Leonard, et al. “Characterizing Mood Management as Need Satisfaction: The       Effects of Intrinsic Needs on Selective Exposure and Mood Repair.” Journal of   Communication 62 (2012): 437-453. Accessed February 5, 2013. doi:        10.1111/j.1460-2466.2012.01649.x.

Sandøe, Peter. “Quality of Life: Three Competing Views.” Ethical Theory and Moral          Practice 2 (1999): 11-23. Accessed February 5, 2013. http://www.jstor.org/  stable/            27504064.

Schiesel, Seth. “Finding Escapism in the Minutiae of Daily Life.” New York Times, June       2, 2009, sec. A.

Smith, Jonas Heide, and J. Patrick Williams, eds. The Player’s Realm: Studies on the        Culture of Video Games and Gaming. Jefferson, N.C.: McFarland & Co., 2007.

Tamborini, Ron, et al. “Media Enjoyment as Need Satisfaction: The Contribution of   Hedonic and Nonhedonic Needs.” Journal of Communication 61 (2011):            1025-1042. Accessed February 5, 2013. doi: 10.1111/j.1460-2466.2011.01593.x.


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