Bazalgette, Cary and David Buckingham. In Front of the Children: Screen Entertainment and Young Audiences. Suffolk, England: St Edmundsbury Press, 1995.
Bhabha, Homi K., ed. Nation and Narration. London: Routledge, 1990.
Calcutt, Andrew. White Noise: An A-Z of the Contradictions in Cyberculture. New York: St. Martin's, 1999.
NA Cassell, Justine and Henry Jenkins. From Barbie to Mortal Kombat: Gender and Computer Games. Cambridge, Massachusetts: MIT P, 1998.
Cunningham, Helen. "Moral Kombat and Computer Game Girls." In Front of the Children: Screen Entertainment and Young Audiences. Eds. Cary Bazalgette and David Buckingham. Suffolk, England: St Edmundsbury Press, 1995. 188-200.
Eisenstein, Zillah. global obscenities: patriarchy, capitalism, and the lure of cyberfantasy. New York: New York UP, 1998.
NA Ferrell, Keith. The Official Guide to Sid Meier's Civilization. Greensboro, NC: Compute Publications, 1992.
NA Gill, Tim, ed. Electronic Children: How children are responding to the information revolution. London: National Children's Bureau, 1996.
NA Greenfield, Patricia M. and Rodney R. Cocking. Interacting With Video. Advances in Applied Developmental Psychology 11. Norwood, New Jersey: Ablex, 1996.
NA Gunter, Barry. The Effects of Video Games on Children: The Myth Unmasked. Sheffield, England: Sheffield Academic P, 1998.
Hakken, David. Cyborgs @cyberspace? An Ethnographer Looks to the Future. New York: Routledge, 1999.
NA Kinder, Marsha. Playing with Power in Movies, Television, and Video Games. Berkeley: U of California P, 1991.
NA Loftus, Geoffrey R. and Elizabeth F. Mind at Play: The Psychology of Video Games. New York: Basic Books, 1983.
NA MacCabe, Colin, ed. High Theory/Low Culture: Analyzing Popular Television and Film New York: St. Martin's, 1986.
Millar, Melanie Stewart. Cracking the Gender Code: Who Rules the Wired World? Toronto: Second Story P, 1998.
Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: The Free Press, 1997.
NA Provenzo, Jr., Eugene F. Video Kids: Making Sense of Nintendo. Cambridge, Massachusetts: Harvard UP, 1991.
NA Rich, Jason. Civilization Strategies and Secrets. San Francisco: Sybex, 1994.
Rushkoff, Douglas. Cyberia: Life in the Trenches of Hyperspace. San Francisco: HarperCollins, 1994.
NA Sanger, Jack, Jane Wilson, Bryn Davies and Roger Whittaker. Young Children, Videos and Computer Games: Issues for Teachers and Parents. London: Falmer Press, 1997.
NA Sardar, Ziauddin and Jerome R. Ravetz, eds. Cyberfutures: Culture and Politics on the Information Superhighway. New York: New York UP, 1996.
NA Tapscott, Don. Growing Up Digital: The Rise of the Net Generation. New York: McGraw- Hill, 1998.
NA Terry, Jennifer and Melodie Calvert, eds. Processed Lives: Gender and Technology in Everyday Life. London: Routledge, 1997.
NA Turkle, Sherry. Life on the Screen: Identity in the Age of the Internet. New York: Simon & Schuster, 1995.
NA Wilson, Johnny and Alan Emrich. Sid Meier's Civilization: Or Rome on 640K a Day. Rocklin, CA: Prima Publishing, 1992.