See also McKenzie Wark, Leaving the Twentieth Century: Situationist Revolutions (Verso, 2024).
Kücklich, “Precarious Playbour: Modders and the Digital Games Industry,” fibreculture 5, no, 1 (2005).
Ingrid Richardson, Hjorth Larissa, and Hugh Davies, Understanding Games and Game Cultures (Sage, 2021).
Wark, Virtual Geography: Living With Global Media Events (Indiana University Press, 1994).
See Readme!: ASCII Culture and the Revenge of Knowledge, ed. Josephine Bosma, et. al. (Autonomedia, 1999).
See Re:Play: Game Design and Game Culture, ed. Eric Zimmerman and Amy Scholder (Peter Lang, 2003).
Plant, Zeros and Ones: Digital Women and the New Technoculture (Harper Collins, 2016).
See #Accelerate; The Accelerationist Reader, ed. Robin MacKay and Armin Avanessian (Urbanomic, 2014).
The Cyberfeminism Index, ed. Mindy Seu (Inventory Press, 2023).
The Mentor (aka Loyd Blankenship), “The Hacker’s Manifesto,” January 8, 1986 →.
Nelson, Computer Lib / Dream Machines (Tempus Books, 1987).
Stallman, “On Hacking,” →.
Wark, A Hacker Manifesto (Harvard University Press, 2004), thesis 250.
This first iteration of Gamer Theory was produced by the Institute for the Future of the Book. Due to the demise of Flash, it no longer functions →.
Wark, Gamer Theory (Harvard University Press, 2007), 25.
Wark, Gamer Theory, 223.
Mark Fisher, “Remember Who the Enemy Is,” k-punk (blog), November 25, 2013 →.
See Naomi Klein, The Shock Doctrine: The Rise of Disaster Capitalism (Macmillan, 2007).