Bibliography

* Bowker, G. C., & Star, S. L. (1999). Sorting things out: classification and its consequences. Cambridge: MIT.

* Collin, P.H. (2000). 2nd. Ed. Black Feminist Thought. Routledge.

* Crenshaw, K. (1991). “Mapping the Margins: Intersectionality, Identity Politics.” Stanford Law Review 43/6, 1241-1299.

* Davidson, C. (2011). "What to pay more attention? Distract yourself!" Now You See It Blog. Available online at: http://www.cathydavidson.com/2011/03/want-to-pay-more-attention-distract-yourself-2/ 

* Davis, K. (2008). “Intersectionality as buzzword.” Feminist Theory 9/1, 67–85.

* Digital Divide Institute. Available online at: http://www.digitaldivide.org/ 

* Flanagan, M. 2008. “Test_Lab: Space, Time, Play.” NAi, Museumpark 25, Rotterdam. Available online at: http://www.youtube.com/watch?v=Y4s7da78txk&feature=player_embedded

* Fora.TV. 2010. "Tiffany Shlain with Jane McGonigal: Reality is Broken: How Gaming Can Help Change the World." The Long Now Foundation, San Francisco, CA. Available oneline at: http://www.dailymotion.com/video/xgfp3b_reality-is-broken-how-gaming-can-help-change-the-world_news#from=embed ; See also: http://www.v2.nl/events/space-time-play/

* Gomez, J. (2008) “What is transmedia?” Starlight Runner Entertainment. Available online at: http://starlightrunner.com/transmedia 

* Gordon, A. (1997). Ghostly Matters: Haunting and the Sociological Imagination. Minnesota.

* Hanson, R. & Mendius, R. (2009) Buddha's Brain: The Practical Neuroscience of Happiness, Love, and Wisdom. New Harbinger. 

* Ito, M. et al. (2010). Hanging out, messing around, and geeking out. Cambridge: MIT. Also available online as Digital Youth Research, Final Report at: http://digitalyouth.ischool.berkeley.edu/report

* Jenkins, H. (2006). Convergence Culture: Where old and new media collide. NYU.

* King, K. (2009). “You are not the author anymore.” Available online at: http://notauthor.blogspot.com/

* Klein, J. T. (2004). “Disciplinary origins and differences.” Fenner Conference on the Environment, Canberra, 24-25 May. Available online at: http://www.science.org.au/events/fenner/klein.htm 

* Kzero. "The Virtual Worlds Universe." Demographic visualization available online at: http://www.kzero.co.uk/universe.php [Other reports also available.]

* Learning, Freedom, and the Web. Available online at: http://learningfreedomandtheweb.org/

* Liberation Technology Blog. Stanford University. Available online at: http://www.stanford.edu/group/libtech/cgi-bin/ 

* McGonigal, J. (2011) Reality Is Broken: Why Games Make Us Better. Penguin

* Palmiter, R. 2010. “Dopamine: Motivation, Salience and Learning - A Genetic Perspective.” Molecular Medicine Public Lecture Series, UWTV. Available online at: http://www.youtube.com/watch?v=bVN6426oVgw&feature=player_embedded 

* Quest to Learn [School in NYC] (2009) See website online at: http://q2l.org/

* Sandoval, C. (2000). Methodology of the Oppressed. Minnesota.

* Sieff, K. (2011) "Va. Board of Educction urges policy on social networks as teaching tools." The Washington Post, 24 March. Available online at: http://www.washingtonpost.com/local/education/va-board-of-education-urges-policy-on-social-networks-as-teaching-tools/2011/01/24/ABiuo3RB_story.html?hpid=z9  

* Slaughter, S. and Leslie, L. L. (1997). Academic Capitalism: Politics, Policies, and the Entrepreneurial University. Johns Hopkins. 

* Somerville, S. (2005). “Queer Loving.” GLQ: A Journal of Lesbian and Gay Studies 11/3, 335-70.

* Tiltfactor: Game Design for Social Change. Available on at: http://www.tiltfactor.org/ 

* Traweek, S. (2000)  “Faultlines.” In Doing Science + Culture, pp. 21-48. Routledge.

* Yuval-Davis, N. (2006). “Intersectionality and Feminist Politics.” European Journal of Women’s Studies 13/3, 193-209. Rep. in Berger, M. (2009). The intersectional approach: transforming the academy through race, class, and gender. UNC.