The SmartMonsters Bookstore
SmartMonsters' games are not for everyone. We write for
adults with fairly rich educational and cultural backgrounds.
We assume our players like to read, and know how to type. We don't
write for kids. If this sounds like you, welcome!
to read our essay, "Can a Game be Literature?"
The works listed here have all been used in some way as
our flagship game.
why buy through us?
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Books About Online Communities
Communities in Cyberspace, Smith, et al, eds., Routledge 1998
Community Building on the Web: Secret Strategies for Successful Online Communities, Kim, Peachpit 2000
Conversation and Community: Discourse in a Social MUD, Cherny, Cambridge 1999
Cyberville: Clicks, Culture, and the Creation of an Online Town, Horn, Warner 1998
Designing Virtual Worlds, Richard A. Bartle, New Riders 2003
Exodus to the Virtual World: How Online Fun Is Changing Reality, Edward Castronova, Palgrave Macmillan 2008
MMOs from the Inside Out: The History, Design, Fun, and Art of Massively-multiplayer Online Role-playing Games, Richard A. Bartle, Apress 2015
My Tiny Life: Crime and Passion in a Virtual World, Dibbell, Owl Books 1999
Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot, Julian Dibbell, Basic Books 2007
Synthetic Worlds: The Business and Culture of Online Games, Edward Castronova, University Of Chicago Press 2006
© 1999 - 2018 SmartMonsters, Inc. All Rights are Reserved.
"Like the bricoleur, Eliot extracts certain elements (generally sentences or lines) from organized wholes of various nature, and chooses precisely those elements which are capable of performing a new fuction, more or less distanced from the original, in the new structure. [...] The 'fragment' has become a function: what is striking is no longer that it is dislocated and mangled, but that it possesses a precise meaning and role, and that it contributes effectively towards the composition of a new organized whole." -- Franco Moretti, Signs Taken for Wonders ( info)