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
Exodus to the Virtual World: How Online Fun Is Changing Reality, Edward Castronova, Palgrave Macmillan 2008
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
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"Despite their familiarity with the technology, and their well-deserved reputation for innovation (if not chutzpah), the games industry is only now emerging from a creative and financial slump, and only now seeing the possibilities of building games for a market that appeals to more than teenage boys." -- LaPlante / Seidner Playing for Profit ( info)