(Work in progress, will be updated)
Burghardt, G. M. (2006) The Genesis of Animal Play. Testing the Limits. The MIT Press. Chapter: 4. “A Guide to the Diversity of Play”, pp. 83‒110.
Fleming, D. (1996) Powerplay. Toys as Popular Culture, Manchester University Press. Chapter: “The history and narrativisation of toys”, pp. 81‒123
Heljakka, K. (2013) Principles of adult play(fulness) in contemporary toy cultures. From Wow to Flow to Glow. Aalto Art Books, Helsinki. Chapter: 4. Wow-ness, pp. 139‒184. (download for free: https://www.taik.fi/kirjakauppa/product_info.php?cPath=19&products_id=302)
Pulsipher, L. (2012) Game Design. How to Create Video and Tabletop Games, Start to Finish Chapter: What Is a Game and What Makes It a Good Game? pp. 74‒100.
Bergström, J., Clark, B., Frigo, A., Mazé, R., Redström, J., & Vallgårda, A. Becoming Materials – Material forms and forms of practice. Digital Creativity. 21, 3. (2010) 155-172.
Vallgårda, A. and Sokoler, T. A material strategy: Exploring the material properties of computers. International Journal of Design. 4, 3. (2010) 1-14.
Vallgårda, A. Giving form to computational things – Developing a practice of interaction design. Personal Ubiquitous Computing. 18, 3. (2014) 577-592.
Ingold, T. Toward an Ecology of Materials. Annual Review of Anthropology. 41, (2012) 427-442.
Latour, B. Give me a Laboratory and I will Move the World. In K. Knorr et M. Mulkay (editors) Science Observed, Sage, 1983, pp.141-170
Becker, H.S. The power of inertia. Qualitative Sociology. Vol. 18, No. 3 (1995) 301-309
Becker, H.S. Art as Collective Action. American Sociological Review. Vol. 39. No. 6 (1974) 767-776
Simon, B. Geek Chic: Machine Aesthetics, Digital Gaming, and the Cultural Politics of the Case Mod. Games and Culture. Vol. 2 Nr. 3 (2007) 175-193
Piaget, J. The Rules of the Game. In The moral judgment of the child. New York, NY, US: Free Press. 1948
Latour, B. Why has critique run out of steam? From matters of fact to matters of concern. In Critical Inquiry – Special issue on the Future of Critique. Vol 30 n° 2 pp.25-248, Winter 2004.
Verbeek, Peter-Paul. “Artifacts in Design”. In What Things Do. Philosophical Reflections on Technology, Agency, and Design. Pennsylvania: Pennsylvania University Press (2005) 203-236.
Best, Joel. “Too Much Fun: Toys as Social Problems and the Interpretation of Culture”. Symbolic Interaction Vol. 21 No. 2 (1998). Pages 197-212
Benjamin, Walter. “Old Toys”. In Selected Writings. Volume 2, Part 1 (1927 – 1930). New York: Belknap Press, 2005. Pages 98-102.
Benjamin, Walter. “The Cultural History of Toys”. In Selected Writings. Volume 2, Part 1 (1927 – 1930). New York: Belknap Press, 2005. Pages 113-116.
Benjamin, Walter. “Toys and Play. Marginal Notes on a Monumental Work”. In Selected Writings. Volume 2, Part 1 (1927 – 1930). New York: Belknap Press, 2005. Pages 117-121.
Lauwaert, M. Part II: From Solitary to Networked Geographies of Play. In The Place of Play: Toys and Digital Cultures. Amsterdam: Amsterdam University Press 2009
Lauwaert, M. Part III: Commercial Geographies of Play. In The Place of Play: Toys and Digital Cultures. Amsterdam: Amsterdam University Press 2009