Papers & Publications


Gazzard, A. (2016) Now the Chips are Down: The BBC Micro. Massachusetts: MIT Press

Gazzard, A. (2013) Mazes in Videogames: Meaning, Metaphor and Design. McFarland & Co.

Book Chapters

Gazzard, A. (2014) “Facebook” in  Lees-Maffei, G. (ed.) Iconic Designs: 50 Stories about 50 Things. London: Bloomsbury Academic.

Gazzard, A. (2012) Standing in the Way of Control. in Wysocki, M. (ed.) Ctrl-Alt-Play: Essays on Control in Videogames. McFarland & Co.

Gazzard, A. (2011) Re-coding the Algorithm: Purposeful and Appropriated Play. in Artur Lugmayr et al (eds.) Media in the Ubiquitous Era: Ambient, Social, and Gaming Media.IGI Global

C0-edited Special Issues

Conway, S., Gazzard, A. and Stewart, G. (2013) Under the Mask: Special Issue. Journal of Gaming and Virtual Worlds 5(2).

Journal Articles

Gazzard, A. (2016). Between Pixels and Play: The Role of the Photograph in Videogame Nostalgias. Photography and Culture. Online 2nd August 2016.

Gazzard, A. (2015). Extending the Aerial: Uncovering histories of Teletext and Telesoftware in Britain. View : Journal of European Television History and Culture, 4 (7).

Gazzard, A. (2015) Remembering Repton: an alternative history of co-creativity in 1980s Britain. Kinephanos. Special issue: Cultural History of Video Games.

Gazzard, A., Lochrie, M., Gradinar, A., Coulton, P., Burnett, D. and Kershaw, D. (2014). From the boards to the streets: a case study of Local Property Trader. ToDIGRA (Special Issues: Physical and Digital in Games and Play). 1(3).

Gazzard, A. (2014) The Intertextual Arcade: Tracing Histories of Arcade Clones in 1980s Britain. Reconstruction 14(1). (available online at:

Gazzard, A. (2013) The Player and the Platform: exploring the (hi)stories of Elite. Game Studies 13(2). (available online at:

Gazzard, A and Peacock, A (2011) Repetition and Ritual Logic in Videogames. Games and Culture. 6(6).

Gazzard, A. (2011) Location, Location, Location: Collecting Space and Place in Mobile Media. Convergence: The International Journal of Research into New Media Technologies. 17(4)

Gazzard A. (2011) Unlocking the Gameworld: The Rewards of Space and Time in Videogames, Game Studies, 11( 1) (available online:

Gazzard, A. (2010) Changing Places: Warping between Perspectives, Journal of Gaming and Virtual Worlds, 2(3)

Keynote Presentations/Invited Talks

“Microcomputing: Me and the Masses”. Invited Talk as part of the Science Museum Lates: Ada Lovelace, 28th October 2015.

“Beyond Computer Literacy: The BBC Micro’s role in 1980’s British gaming histories”. Invited Talk at the ITU Center for Computer Games Research. 23rd September 2015.

“Gotta [Feel] the Beat: Space, Time and Rhythms of Play” Keynote Lecture. Philosophy of Computer Games 2013, Bergen, Norwary, 2nd-4th October 2013.

“Here be Dragons?: the multiple maps of the videogame world”, invited seminar presentation for How Maps Inspire Us British Cartographic Society 50th anniversary event, 14th March 2013.

“Bringing the Imaginary back into Play” invited panelist for the Ludic Interfaces panel at ISEA2011, Istanbul, 14th – 21st September 2011.

“Videogame Spaces and Mimetic Interfaces”, invited seminar at the University of Glamogran GamesLab, 11th March 2011.

Book reviews

Gazzard, A (2014) Review of Game After: A Cultural Study of Video Game Afterlife by Raiford Guins. LSE Review of Books.

Peer-Reviewed Conference Papers

Gazzard, A. (2016). Reading Game Code: Computer game production practices in 1980s Britain. 1st International Joint Conference of DiGRA and FDG. Dundee, 1st-5th August 2016.

Gazzard, A. (2014) Re-program, re-play, rewind: computer game magazine listings in 1980s Britain. Archaeologies of Media and Film. 3rd – 5th September 2014. University of Bradford.

Goodbrey, D. and Gazzard, A. (2014). Electricomics: A Collaborative Digital Comics Case Study. Fifth International Graphic Novel and Comics Conference, 18th-20th July 2014. British Library, London, UK. A write up of this paper can be found on the Electricomics website.

Gazzard, A. (2014). Mapping on the Micro: exploring the histories of the player cartographer, Game History Annual Symposium.  27th-28th June 2014, Montreal, Canada.

Lochrie, M., Gazzard, A., Gardiner, A., and Coulton, P. (2014) Mobilising Monopoly: game design, place and social values, in Proceedings of the Foundations of Digital Games 2014, 3-7 April 2014, Fort Lauderdale, Florida.

Gazzard, A. (2013) Placing the Platform : The BBC Micro, Elite and British gaming histories, History of Games, Montreal, 21st-23rd June 2013

French, M. & Gazzard, A. (2013) Maps of Time : exploring the rhythms of a mediated world, ISEA2013, Sydney, 9th-16th June, 2013.

Gazzard, A. (2011) Bringing the Imaginary Back into Play. ISEA2011, Istanbul, 14th-21st September 2011.

Gazzard, A. (2011) Locating the Local/Mapping the Network. ISEA2011, Istanbul, 14th-21st September 2011.

Gazzard, A. (2011) (Re-)Positioning the senses: Perception of Space in 3D Gameworlds. Philosophy of Computer Games Conference 2011, Athens, April 6-9, 2011.

Gazzard A. (2010) ‘Player as Parent, Character as Child: Understanding Avatarial Relationships in Videogames’, in Proceedings of Mindtrek: Proceedings of the 14th international conference on Entertainment and media in the ubiquitous era,Tampere, Finland, 6th-8th October 2010.

Gazzard A. (2010) ‘Datalogging the Landscape’, in Proceedings of ISEA2010, Berlin: Revolver Publishing. Germany, 20th – 29th August 2010

Gazzard A. (2009) ‘Teleporters, Tunnels & Time: Understanding Warp Devices in Videogames’, in Proceedings of DiGRA2009, Brunel University, UK, September 2009. Available online at:

Gazzard A. (2009) ‘Play, Skip & Jump: Warps in Videogames’, paper presented at ISEA2009, Belfast, UK, August 2009.

Gazzard, A. (2009) ‘The Avatar and the Player: Understanding the Relationship Beyond the Screen’, in Proceedings of VS-GAMES09, Coventry, UK, March 2009. Available at:

Gazzard, A. (2008) ‘Grand Theft Algorithm: Purposeful Play, Appropriated Play and Aberrant Players’, in Proceedings of Mindtrek: Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era, Finland, October 2008. Available online at:

Gazzard, A. (2008) ‘Moving Through Space: The Paths of the Videogame’ in Proceedings of the Sixth International Game Design and Technology Workshop and Conference, Liverpool, UK, November 2008

Gazzard, A. and Peacock. A. (2008) ‘Folded Space: How Computer Games Rework Our Ideas of the Maze’, in Proceedings of ISEA2008, ISEA2008 Pte Publishing. Singapore, 2008.

Gazzard, A. (2007). ‘Playing in a Virtual World: Exploration and Aspects of Play’, in Proceedings of 17th International Conference on Artificial Reality and Telexistence, pp.288-289. Available online at: