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 - 2019 SmartMonsters, Inc. All Rights are Reserved.
"What would a game like this be?
It would be thought provoking.
It would be revelatory.
It might contribute to the betterment of society.
It would force us to reexamine assumptions.
It would give us different experiences each time we tried it.
It would allow each of us to approach it in our own ways.
It would forgive misinterpretation - in fact, it might even encourage it.
It would not dictate.
It would immerse, and change a worldview." - Raph Koster A Theory of Fun For Game Design ( info)