Gina Bloom, “Play the Knave.” In Learning, Education, and Games, Volume 3: 100 Games to Use in the Classroom and Beyond. Ed. Karen Schrier. ETC Press, Carnegie Mellon University.
Gina Bloom,“Theater History in 3D: The Digital Early Modern in the Age of the Interface.” English Literary Renaissance, special issue on “The State of Renaissance Studies II,” 50.1 (2019): 8-16.
Gina Bloom, Gaming the Stage: Playable Media and the Rise of English Commercial Theater, Theater: History/Text/Performance series (University of Michigan Press).
Colin Milburn, Respawn: Gamers, Hackers, and Technogenic Life, Experimental Futures (Duke University Press).
Sarah Asnaashari, Gina Bloom, and Amanda Shores. “Teaching Shakespeare through Performance in the 21st Century: Play the Knave in the English Language Arts Classroom.”
Gina Bloom, Sawyer Kemp, Nicholas Toothman, and Evan Buswell, “‘A Whole Theatre of Others’: Amateur Acting and Immersive Spectatorship in the Digital Shakespeare Game Play the Knave.” Shakespeare Quarterly, special issue on “#Bard,” ed. Douglas Lanier, 67.4, 408-430.
Gina Bloom. “Videogame Shakespeare: Enskilling Audiences through Theater-Making Games,” Shakespeare Studies 43, special forum on “Skill,” ed. Evelyn Tribble.
Colin Milburn, Mondo Nano: Fun and Games in the World of Digital Matter (Duke University Press).
Michael Neff, “Lessons from the Arts: What the Performing Arts Literature Can Teach Us about Creating Expressive Character Movement,” in Nonverbal Communication in Virtual Worlds (ETC Press).
Gina Bloom, “Games,” in Early Modern Theatricality, Oxford Twenty-First Century Approaches to Literature, Henry S. Turner, ed. (Oxford University Press).
Gina Bloom, “‘My Feet See Better Than My Eyes’: Spatial Mastery and the Game of Masculinity in Arden of Faversham’s Amphitheater,” in Theatre Survey 53.1.
Gina Bloom, “‘Boy Eternal’: Aging, Games, and Masculinity in The Winter’s Tale,” in English Literary Renaissance 40.3.
Gina Bloom, “Manly Drunkenness: Binge Drinking as Disciplined Play,” in Masculinity and the Metropolis of Vice, 1550-1650, Amanda Bailey and Roze Hentschell, eds. (Palgrave).
Colin Milburn,“Digital Matters: Video Games and the Cultural Transcoding of Nanotechnology,” in Governing Future Technologies: Nanotechnology and the Rise of an Assessment Regime, eds. Mario Kaiser, Monika Kurath, Sabine Maasen, and Christoph Rehmann-Stuuer (Springer).
Colin Milburn, “Atoms and Avatars: Virtual Worlds as Massively Multiplayer Laboratories,” Spontaneous Generations 2.