Localización:Catalan journal of communication & cultural studies, ISSN 1757-1898, Vol. 10, Nº. 2, 2018 (Ejemplar dedicado a: Game studies today: In and beyond digital culture), págs. 213-229
Antonelli, P. (2012), ‘MoMA | videogames: 14 in the collection, for starters’, https://www.moma.org/explore/inside_out/2012/11/29/video-games-...
Bachell, A. and Barr, M. (2014),‘Video game preservation in the UK: Independent games developers’ records management practices’, International...
Bourdieu, P. (1986),‘The forms of capital’, in J. G. Richardson (ed.), Handbook for Theory and Research for the Sociology of Education, Westport,...
Chin, B. (2018), ‘It’s about who you know: Social capital, hierarchies and fandom’, in P. Booth (ed.), A Companion to Media Fandom and Fan...
Deuze, M. (2008), ‘Corporate appropriation of participatory culture’, in N. Carpentier and S. Livingstone (eds), Participation and Media Production:...
Duffett, M. (2013), Understanding Fandom: Introduction to the Study of Media Fan Culture, New York: Bloomsbury.
Geraghty, L. (2014), Cult Collectors: Nostalgia, Fandom and Collecting Popular Culture, New York: Routledge.
Geraghty, L. (2018), ‘Class, capital, and collecting in media fandom’, in M. A. Click and S. Scott (eds), The Routledge Companion to Media...
Gooding, P. and Terras, M. (2008), ‘“Grand Theft archive”: A quantitative analysis of the state of computer game preservation’, International...
Guttenbrunner, M., Becker, C. and Rauber, A. (2010), ‘Keeping the game alive: Evaluating strategies for the preservation of console videogames’,...
Hills, M. (2002), Fan Cultures, London: Routledge.
Jenkins, H. (1992), Textual Poachers: Television Fans and Participatory Culture,
New York: Routledge.
Jenkins, H. (2006a), Convergence Culture: Where Old and New Media Collide, New York:
NewYork University Press.
Jenkins, H. (2006b), Fans, Bloggers, and Gamers: Exploring Participatory Culture, New
York: NewYork University Press.
Jenkins, H. (2018),‘Fandom, negotiation, and participatory culture’, in P. Booth (ed.),
A Companion to Media Fandom and Fan Studies, Oxford:...
Jenkins, H., Ito, M. and Boyd, D. (2016), Participatory Culture in a Networked
Era, Cambridge: Polity Press.
McFerran, D. (2010), ‘Feature: The making of the Nintendo Virtual Boy’,
http://www.nintendolife.com/news/2010/03/feature_the_making_of_the_
nintendo_virtual_boy....
Minotti, M. (2015), ‘Grim Fandango came out at the wrong time – now it’s
ready for success’, https://venturebeat.com/2015/01/26/grim-fandango-...
Montfort, N. and Bogost, I. (2009), Racing the Beam: The Atari Video Computer System, Cambridge: MIT Press.
Navarro-Remesal, V. (2017), ‘Museums of failure: Fans as curators of “Bad”, unreleased, and “Flopped” videogames’, in M. Swalwell, H. Stuckey...