“…᭹ play and pleasure, most typically taking the form of theoretical accounts of what 'play' means, its structures, functions, and outcomes, considerations of the elements of pleasure, entertainment, and enjoyment in play and games. Such work is often psychoanalytical in orientation, and is typically restricted in scope to elementary and, mostly, early childhood education (Axeline 1947, Winnicott 1971, Brougère 1999, Corbeil 1999; ᭹ studies of gaming genres, which focus on making distinctions between games and subtypes of games, including articulating the commonalities and distinctions between simulations and games (Keys and Wolfe 1990, Friedman 1995, Kirriemuir 2002; ᭹ game-development, systems, and content points of view, focusing on graphics, artificial intelligence, game-paths, rule-systems, and game playability (Malone 1981, Malone and Lepper 1987, Laurel 1990, Saltzman 1999, Brozik and Zapalska 2000, Klabbers 2000; ᭹ narrative and gaming-often based in literary theory, this literature is concerned with analyzing narrative elements, including gaming plot-structures, characterization, setting, dialogue, and so on (Buse 1996, Sherman 1997, Frasca 1998, Rockwell 1999, Mallon and Webb 2000; ᭹ psychological, behavioural, and cognitive effects of gaming, especially violence-this literature typically includes diagnostic analyses of plots, characters, gaming elements, and representations of violence for a 'violence quotient', and then attempts to build causal connections between game-play and violent behaviour in children (Greenfield 1984, 1994, Silvern and Williamson 1987, Schutte et al 1988, Kinder 1991, Shapiro and McDonald 1992, Calvert and Tan 1994, Funk and Buchman 1996, Pillay et al 1999, Van Horn 1999, Anderson and Dill 2000…”