gress and expansion into new frontiers, as described by the historian Frederick Jackson Turner.
Lammes, Sybille (2003). On the border: pleasures of exploration and colonial mastery in Civilization III Play the World. In: Marinka Copier and Joost Raessens, eds. Level Up: Digital Games Research Conference Proceedings (CD-ROM). Utrecht: University of Utrecht, pp. 120-129. Retrieved 23rd April 2007 from here. A discussion of colonialism within Civilization III.
Mäyrä, Frans (2008). Civilization (1991): Ideological Simulation or Just Strategic Play? In: An Introduction to Game Studies: Games in Culture. London: Sage, pp. 95-101. Short discussion which reviews much of the critical literature on Civilization.
Meier, Sid (2004). Commentary from Sid Meier. In: Demaria, Rusel and Wilson, Johnny L. High Score! The Illustrated History of Electronic Games. 2nd ed. New York: McGraw-Hill/Osborne. A brief commentary by Meier on each of his key games, including a few paragraphs on Civilization and Civilization III. Much shorter than Coleman and Meier.
Miklaucic, Shawn (2003). God Games and Governmentality: Civilization II and Hypermediated Knowledge. In: Bratich, Jack Z., Packer, Jeremy, and McCarthy, Cameron (eds.) Foucault, Cultural Studies, and Governmentality. New York: SUNY Press, pp. 317-35. Miklaucic analyses simulation and strategy games, especially Civilization II, relating Bolter and Grusin's (1999) notion of hypermediacy and Foucault's understanding of surveillance and governmentality.
Myers, David (2003). The Nature of Computer Games: Play As Semiosis. New York: Peter Lang Publishing. Chapter 13 (pp. 131-146) discusses the Civilization series at length.
Myers, David (2005). Bombs, Barbarians, And Backstories: Meaning-Making Within Sid Meier's Civilization. In: Matteo Bittanti (ed.) Civilization: Storie Virtuali, Fantasie Reali. Trans. Valentina Paggiarin. Milan: Costa & Nolan. Retrieved 23rd April 2007 from here. A difficult but rewarding article which argues that the 'backstory' of Civilization is irrelevant to understanding its playability as a game.
Poblocki, Kacper (2002). Becoming-State: The bio-cultural imperialism of Sid Meider's Civilization. Focaal: European Journal of Anthropology 39, pp. 163-177. Retrieved 23rd April 2007 from here. Discusses the political ideologies and cultural imperialism of successive versions of Civilization, in which the player implicitly colludes.
Squire, Kurt (2002). Cultural Framing of Computer/Video Games. Game Studies 2(1) (July). Retrieved 23rd April 2007 from here.
Squire, Kurt (2004a). Replaying History: Learning World History through playing Civilization III (PhD thesis). Indiana University. Retrieved 7th August 2005 from here.
Squire, Kurt (2004b). Sid Meier’s Civilization III. Simulation and Gaming, 35(1), pp. 135-40. Largely descriptive review of Civilization III, focusing particularly on what Squires sees as the game's largely untapped potential as an educational tool.
Squire, Kurt, Shree Durga and Ben Devane (2009). Civilization 4. In: Drew Davidson (ed.) Well Played 1.0: Video Game, Value and Meaning. Pittsburgh, PA: ETC Press. Retrieved 13th June 2009 from here. Account of a Civilization 4 game and its educational significance.
Stephenson, William (1999). The Microserfs are Revolting: Sid Meier's Civilization II. Bad Subjects 45 (October). Retrieved 23rd April 2007 from here. A short, lucid, Marxist analysis of the dubious ideologies and subversive potential of Civilization.
Tyler, Tom (2009). The Test of Time: McLuhan, Space and the Rise of Civilization. In: Dobrin, S. and S. Morey (eds.) Ecosee: Image, Rhetoric, and Nature. New York: SUNY, pp. 257-77. Retrieved 22nd June 2009 from here. An analysis of Civilization, and digital games more generally, in terms of McLuhan's notion of acoustic space.
Wark, McKenzie (2007). Gamer Theory. Cambridge, MA: Harvard University Press. Retrieved 3rd May 2007 from here. Chapter 3 ('America') briefly addresses Civilization III, considering the game's algorithmic treatment of space and time.
Weiß, Alexander (2007). Computerspiele als Aufbewa