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The Digital Person: Technology And Privacy In The Information Age
by
Daniel J. Solove
The Tipping Point
by
Malcolm Gladwell
Designing Virtual Worlds
by
Richard A. Bartle
What the Dormouse Said: How the Sixties Counterculture Shaped the Personal Computer Industry
by
John Markoff
Got Game: How the Gamer Generation Is Reshaping Business Forever
by
John C. Beck
The Medici Effect
by
Frans Johansson
Blink
by
Malcolm Gladwell
Spook Country
by
William Gibson
Synthetic Worlds
by
Edward Castronova
The Tenth Insight
by
James Redfield
,
Carol Adrienne
The Celestine Prophecy
by
James Redfield
A Grammar of Game Play: How Games Work
by R. Koster
A Theory of Fun for Game Design
by
Raph Koster
The State of Play: Law, Games, and Virtual Worlds (Ex Machina: Law, Technology, and Society)
Fans, Bloggers, and Gamers
by
Henry Jenkins
Snow Crash
by
Neal Stephenson
The Singularity Is Near
by
Ray Kurzweil
The Wealth of Networks
by
Yochai Benkler
Convergence Culture
by
Henry Jenkins
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