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