Bibliography

Feel free to provide references to additional material in the comments for other readers to benefit from them!

Photos by cbransto and cheri lucas, on Flickr

Geeks and nerds

Anderegg, D. (2011). Nerds: How Dorks, Dweebs, Techies and Trekkies Can Save America*And Why They Might Be Our Last Hope. New York: Tarcher/Penguin.

Friedman, K. (2013). What is this thing you call “nerd”? Savage Minds. Retrieved from http://savageminds.org/2013/03/19/what-is-this-thing-you-call-nerd/

Guynes, S. (n.d.). [Working Paper] Construction of Masculinity in a Community of Comic Book Nerds. Academia.edu. Retrieved from http://www.academia.edu/2912327/_Working_Paper_Construction_of_Masculinity_in_a_Community_of_Comic_Book_Nerds

Kendall, L. (1999). Nerd Nation: Images of Nerds in US Popular Culture. International Journal of Cultural Studies, 2(2), 260–283.

Kendall, L. (2000). “OH NO! I’M A NERD!” Hegemonic Masculinity on an Online Forum. Gender & Society April, 14(2), 256–274. Retrieved from http://gas.sagepub.com/content/14/2/256.abstract

Kinney, D. A. (1993). From Nerds to Normals: The Recovery of Identity among Adolescents from MiddleSchool to High School. Sociology of Education, 66(1), 21–40.

Pham, H. Pootie C. 2006a. The Thin Line Between Geek & Nerd Part II. Anthropology of Geeks (available on-line, accessed 12 September 2012).

––––––– 2006b. Welcome to the New Generation of Geeks. MyPod Generation, Video Games, and Cyber terrorism. Anthropology of Geeks (available on-line, accessed 12 September 2012).

––––––– 2006c. The Thin Line Between Geek & Nerd Part I. Anthropology of Geeks (available on-line, accessed 12 September 2012).

Scalzi, J. (2012). Who Gets To Be a Geek ? Anyone Who Wants to Be. Retrieved from http://whatever.scalzi.com/2012/07/26/who-gets-to-be-a-geek-anyone-who-wants-to-be/

Woo, B. (2012). Alpha Nerds: Cultural Intermediaries in a Subcultural Scene. European Journal of Cultural Studies, 15(5), 659–676.

Yung, R. 2010. Geek Media and Identity, Honors Thesis in Sociocultural Anthropology. 1–96 (available on-line, accessed 12 September 2012).

Geek girls

Bucholtz, M. (1998). Geek the Girl: Language, Femininity, and Female Nerds. In N. W. et Al. (Ed.), Gender and Belief Systems: Proceedings of the Fourth Berkeley Women and Language Conference (pp. 119–131). Berkeley: Berkeley Women and Language Group.

Bucholtz, M. (1999). “Why Be Normal?”: Language and Identity Practices in a Community of Nerd Girls.”. Language and Society, 28(2), 203–224.

D’Costa, K. 2011. Geek Girls in a Geeky World: 21st Century Subcultures. Anthropology in Practice (available on-line, accessed 25 August 2012).

Fandoms

Green, M. E. n.d. Around the World with Star Trek: Future Perfect (available on-line,, accessed August 25 2012).

Online communities

Wilson, S. M. & L. C. Peterson 2002. The Anthropology of Online Communities. Annual Review of Anthropology 31, 449–467 (available on-line, accessed 16 July 2012).

Popular culture and subcultures

Potter, J. H. and A. (2005). The Rebel Sell. Why the Culture Can’t be Jammed (Trade Pape., p. 374). Toronto: Harper Perennial.

Representations of ethnic groups in science-fiction

Attebery, B. (2012). Aboriginality in Science Fiction. Science-fiction studies, 32(3), 385–404. Retrieved from http://www.jstor.org/stable/4241374

Url, S., Ferreira, R. H., & Trujillo, G. (2012). Back to the Future : The Expanding Field of Latin-American Science Fiction Author ( s ): Rachel Haywood Ferreira Reviewed work ( s ): The Expanding to the Future : Science Fiction Field of Latin-American writer and critic, 91(2), 352–362.

Video games and gaming

Cheng, M. D. (2009). Visualization of expert chat development in a World of Warcraft player group. E-Learning, 6(1), 54–70. Retrieved from http://dx.doi.org/10.2304/elea.2009.6.1.54

Cheng, M. D. (2013). Communication, coordination, and camaraderie: A player group in World of Warcraft. In C. L. & M. Knobel (Ed.), literacies reader: Educational perspectives (pp. 247–266). New York: Peter Lang.

See a complete list of Cheng’s writings here.

CONSALVO, Mia (2007) Cheating: gaining advantage in videogames, MIT Press, Cambridge.

N. Ducheneaut, M. Wen, Y. Yee, and G. W. (2009). Body and mind: A study of avatar personalization in three virtual worlds. In Proceedings Conference on Human–Computer Interaction (pp. 1151–1160). New York: ACM Press.

Due, M. I. 2011. Dwelling in World of Warcraft. As the Self, the We and World of Gaming Become Real. University of Copenhagen (available on-line, accessed August 25 2012).

Langer, J. (2008). The Familiar and the Foreign: Playing (Post)Colonialism in World of Warcraft. In H. (ed) Corneliussen (Ed.), Digital culture, play, and identity : a World of Warcraft reader (pp. 87–108). Cambridge: MIT Press.

McGonigal, J. 2012a. The game that can give you 10 extra years of life (available on-line, accessed August 25 2012).

––––––– 2012b. SuperBetter (available on-line, accessed August 25 2012).

–––––––  2011. Reality is Broken: why games make us better and how they can change the world. Penguin Press.

–––––––  2010. Gaming can make a better world (available on-line, accessed August 2012).

Moore, N. D. et R. 2004. The social side of gaming: A study of interaction patterns in a massively multiplayer online game. In CSCW 2004: Computer Supported Cooperative Work — Conference Proceedings (ed) A. Press, 360–369. New York.

Nakamura, L. (2009). Don’t Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft. Critical Studies in Media Communication, 26(2), 128–144.

Nardi, B. A. (2010). My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft (Excerpts). First Monday, 15(7). Retrieved from http://www.uic.edu/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/3064/2574

SERVAIS O. 2012. “Autour des funérailles dans World of Warcraft.  Ethnographie entre religion et mondes virtuels”, In Delville J.P. (dir.), Mutations des religions et identités religieuses, Mame-Desclée, pp. 231-252.

Zombies

K, D. 2011. Comic-Con 2011 : Zombies Are Good To Think With. Dr. K’s Blog An Anthropological Eye on the World (available on-line: c, accessed 2 December 2012).

Niehaus, I. 2005. Witches and Zombies of the South African Lowveld: Discourse, Accusations and Subjective Reality. The Journal of the Royal Anthropological Institute 11, 191–210 (available on-line: http://www.jstor.org/stable/3804206, accessed 2 December 2012).

Newbury, M. 2012. Fast Zombie/Slow Zombie: Food Writing, Horror Movies, and Agribusiness Apocalypse. American Literary History 24, 87–114 (available on-line: http://alh.oxfordjournals.org/cgi/doi/10.1093/alh/ajr055, accessed 2 December 2012).

Wylie, T. 2012. Ro – Langs : The Tibetan Zombie. History of Religions 4, 69–80 (available on-line: http://www.jstor.org/stable/1061872, accessed 2 December 2012).

Other topics of interest

Dussart, F. 2010. “It Is Hard to Be Sick Now ”: Diabetes and the Reconstruction of Indigenous Sociality. Anthropologica 52, 77–87.

Jorion, P. 2001. Jorion, Paul, 2001, La vérité (anthropologique) sur les extra-terrestres, L’Homme 57, 197–216 (available online, accessed August 25 2012).

Shatner, W. 2005. How Shatner Changed the World (available on-line, accessed August 25 2012).

Waldram, J. B. 2008. Aboriginal Healing in Canada : Studies in Therapeutic Meaning and Practice (ed J. B. Waldram). Ottawa: The Aboriginal Healing Foundation Research Series (available on-line: http://www.ahf.ca/downloads/aboriginal-healing-in-canada.pdf, accessed ).

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