On the promotional context of historical video games E Wright Rethinking History 22 (4), 598-608, 2018 | 36 | 2018 |
Rockstar Games and American History: Promotional Materials and the Construction of Authenticity E Wright De Gruyter Oldenbourg, 2022 | 28 | 2022 |
Marketing Authenticity: Rockstar Games and the Use of Cinema in Video Game Promotion E Wright Kinephanos: Journal of Media Studies and Popular Culture 7 (1), 131-164, 2017 | 18 | 2017 |
Still playing with the past: History, historians, and digital games E Wright History and Theory 61 (4), 166-177, 2022 | 6 | 2022 |
Rockstar Games, Red Dead Redemption, and Narratives of “Progress” E Wright European journal of American studies 16 (16-3), 2021 | 6 | 2021 |
Red Dead Redemption: History, Myth, and Violence in the Video Game West J Wills, E Wright University of Oklahoma Press, 2023 | 4 | 2023 |
Mixed realism: Videogames and the violence of fiction E Wright New Media & Society 20 (6), 2224-2226, 2018 | 2 | 2018 |
Video games, historical representation and soft power I Donald, N Webber, E Wright Journal of Gaming and Virtual Worlds, 2023 | 1 | 2023 |
“Layers of history”: History as construction/constructing history in pentiment E Wright ROMchip: A journal of game histories, 2024 | | 2024 |
Esther Wright Paratexts,“authenticity,” and the margins of digital (game) history E Wright (Not) In the Game: History, Paratexts, and Games 13, 33, 2023 | | 2023 |
Paratexts,“authenticity”, and the margins of digital (game) history E Wright De Gruyter, 2023 | | 2023 |
'“What’s famous” and “what’s true”: Women’s place from Revolver to Redemption E Wright University of Oklahoma Press, 2023 | | 2023 |
Ready player two: women gamers and designed identity by Shira Chess E Wright Feminist Theory 21 (4), 518-520, 2020 | | 2020 |
Histories on Screen: The Past and Present in Anglo-American Cinema and Television: SAM EDWARDS, MICHAEL DOLSKI, and FAYE SAYER (eds.), 2018 London and New York, Bloomsbury … E Wright Historical Journal of Film, Radio and Television 39 (4), 908-910, 2019 | | 2019 |
The ‘War on terror’and American film: 9/11 frames per second E Wright Rethinking History 22 (4), 609-610, 2018 | | 2018 |
Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice. Adam Chapman: Routledge, 2016. 290 pp.£ 85 cloth. E Wright The Journal of Popular Culture 50 (6), 1451-1453, 2017 | | 2017 |