Research into EVE Online occurs within a surprisingly broad variety of disciplines. This list attempts to provide an introduction into this body of literature, but is likely not complete.
If you have work which you would like included in this list, please feel free to email me.
This page is no longer actively maintained.
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Internet Spaceships are Serious Business: An EVE Online Reader
Available in PDF from JSTOR.
Carter, M., Bergstrom, K. & Woodford, D. (2016) Internet Spaceships are Serious Business. Minnesota: The University of Minnesota Press.
Bergstrom, K. & Carter, M. (2016) EVE Online for the Uninitiated. In Internet Spaceships are Serious Business, edited by M. Carter, K. Bergstrom & D. Woodford. The University of Minnesota Press, pp. 1-16.
Paul, C. (2016) EVE Online is Hard and it Matters. In Internet Spaceships are Serious Business, edited by M. Carter, K. Bergstrom & D. Woodford. The University of Minnesota Press, pp. 17-30.
Bainbridge, W. S. (2016) Virtual Interstellar Travel. In Internet Spaceships are Serious Business, edited by M. Carter, K. Bergstrom & D. Woodford. The University of Minnesota Press, pp. 31-47.
Emilsson, K. P. (2016) Universes, Metaverses and Multiverses. In Internet Spaceships are Serious Business, edited by M. Carter, K. Bergstrom & D. Woodford. The University of Minnesota Press, pp. 48-54.
Milik, O. (2016) The Digital Grind: Time and Labor as Resources of War in EVE Online. In Internet Spaceships are Serious Business, edited by M. Carter, K. Bergstrom & D. Woodford. The University of Minnesota Press, pp. 55-76.
Goodfellow, C. (2016) The Russians are Coming! Stereotypes and Perceptions of “Russianness” in EVE Online. In Internet Spaceships are Serious Business, edited by M. Carter, K. Bergstrom & D. Woodford. The University of Minnesota Press, pp. 77-92.
Chribba (2016) The Art of Selling Trust. In Internet Spaceships are Serious Business, edited by M. Carter, K. Bergstrom & D. Woodford. The University of Minnesota Press, pp. 93-98.
Page, R. (2016) We Play Something Awful: Goon Projects and Pervasive Practices on Online Games. In Internet Spaceships are Serious Business, edited by M. Carter, K. Bergstrom & D. Woodford. The University of Minnesota Press, pp. 99-114.
Harrison, K. (2016) An Accidental Spymaster. In Internet Spaceships are Serious Business, edited by M. Carter, K. Bergstrom & D. Woodford. The University of Minnesota Press, pp. 115-121.
The Mittani (2016) The Evolution of Player Organisations: A Goonswarm Perspective. In Internet Spaceships are Serious Business, edited by M. Carter, K. Bergstrom & D. Woodford. The University of Minnesota Press, pp. 112-128.
Gibbs, M., Carter, M. & Mori, J. (2016) RIP Vile Rat: Makeshift Memorials in EVE Online. In Internet Spaceships are Serious Business, edited by M. Carter, K. Bergstrom & D. Woodford. The University of Minnesota Press, pp. 129-147.
Bergstrom, K. (2016) Imagined Capsuleers: Reframing Discussions around Gender and EVE Online. In Internet Spaceships are Serious Business, edited by M. Carter, K. Bergstrom & D. Woodford. The University of Minnesota Press, pp. 148-163.
Mantou (2016) The Social System in EVE Online. In Internet Spaceships are Serious Business, edited by M. Carter, K. Bergstrom & D. Woodford. The University of Minnesota Press, pp. 164-166.
Czarnota, J. (2016) Do EVE Online Players Dream of Icelandic Spaceships? The Role and Mechanisms of Co-Creation in CCP’s Success. In Internet Spaceships are Serious Business, edited by M. Carter, K. Bergstrom & D. Woodford. The University of Minnesota Press, pp. 167-188.
Webber, N. (2016) EVE Online as History. In Internet Spaceships are Serious Business, edited by M. Carter, K. Bergstrom & D. Woodford. The University of Minnesota Press, pp. 189-209.
MacDonough, K., Fraimow, R., Erdman, D. Gronsbell, J. & Titkemeyer, E. (2016) On the EVE of Preservation: Conserving a Complex Universe. In Internet Spaceships are Serious Business, edited by M. Carter, K. Bergstrom & D. Woodford. The University of Minnesota Press, pp. 210-220.
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Papers
Bergstrom, K. 2012. Virtual inequality: a woman’s place in cyberspace. In Proceedings of the 7th International Conference on the Foundations of Digital Games (FDG’12). ACM Press, 267-269.
Bergstrom, K., Carter, M., Woodford, D., Paul, C. 2013. Constructing the Ideal EVE Online Player. In Proceedings of the 2013 Digital Games Research Association Conference. (DiGRA’13). [link]
Bergstrom, K. 2013. EVE Online Newbie Guides: Helpful information or gatekeeping mechanisms at work?. In Selected papers of the 2013 Association of Internet Researchers Conference. (AOIR’14). [link]
Bergstrom, K. 2016. Everything I know about this game suggests I should avoid it at all costs: non-player perceptions about EVE Online. In Kafai, Y., Tynes, B. & Richard, G. (eds.) Diversifying Barbie and Mortal Kombat: New Perspectives on Race and Gender in Gaming. (pp. 118-132) Pittsburgh, PA: ETC Press. [link]
Bergstrom, K. 2016. “You don’t ever stop playing EVE Online, you just take a break”: Rethinking what it means to quit a Massively Multiplayer Online Game. In Proceedings of the 1st International Joint Conference of DiGRA and FDG. [link]
Bergstrom, K. 2017. Temporary Break or Permanent Departure? Rethinking what it means to quit EVE Online. Games and Culture. x(x) 1-21. [link]
Bergstrom, K. & Carter, M. 2017. EVE Online Special Issue. Journal of Gaming and Virtual Worlds 10, no 3. [link]
Bergstrom, K. 2019. EVE Online is not for everyone: exceptionalism in online gaming cultures. Human Technology 15, no. 3.
Bergstrom, K. 2020. Destruction as Deviant Leisure in EVE Online. Journal of Virtual Worlds Research 13, no 1. [link]
Bainbridge, W. S. 2012. Online Multiplayer Games. (Vol. 13). Morgan & Claypool.
Bainbridge, W. S. 2011. EVE Online. In The Virtual Future. Springer, London, 113-129.
Blodgett, B. M. 2009. And the Ringleaders Were Banned: An Examination of Protest in Virtual Worlds. In Proceedings of the 4th International Conference on Communities and Technologies (C&T’09). ACM Press, 135-144.
Brooks, Ian. Is Betrayal in EVE Online Unethical? Journal of Virtual Worlds Research 10, no. 3 (2017): article 4.
Carter, M. (2022) Treacherous Play. MIT Press [Open Access]
Carter, M., Gibbs, M. and Harrop, M. 2012. Metagames, Paragames and Orthogames: a New Vocabulary. In Proceedings of the 7th International Conference on the Foundations of Digital Games (FDG ’12). ACM Press, 11-17.
Carter, M., Gibbs, M. and Arnold, M. 2012. Avatars, Characters, Users and Players: Multiple Identities at/in Play. In Proceedings of the 24th Australian Computer-Human Interaction Conference (ozCHI’12). ACM Press, 68-71.
Carter, M. and Gibbs, M. 2013. eSports in EVE Online: Skullduggery, Fair Play and Acceptability in an Unbounded Competition. In Proceedings of the 8th International Conference on the Foundations of Digital Games (FDG’13). 47-54. [link]
Carter, M. 2013. Ruthless Play. In Proceedings of the 8th International Conference on the Foundations of Digital Games (FDG’13). 465-467. [link]
Carter, M. 2013. Ruthlessness as a Hyper Social form of Play. In Proceedings of the 2013 Digital Games Research Association Conference. (DiGRA’13).
Carter, M. 2014. Screen Ecologies, Multi-Gaming and Designing for Different Registers of Engagement. In Proceedings of the 2014 SIGCHI Annual Symposium on Human Computer Interaction in Play (CHIPlay). [link]
Carter, M. 2014. Emitexts and Paratexts: Propaganda in EVE Online. Games and Culture, 1-32 [link]
Carter, M., Bergstrom, K., Webber, N. & Milik, O. 2015. EVE is Real. In Proceedings of the 2015 Digital Games Research Conference (DiGRA’15), Luneburg, Germany. [link]
Carter, M. 2015. Massively Multiplayer Dark Play: Treacherous Play in EVE Online. In The Dark Side of Gameplay: Controversial Issues in Playful Environments, T. Mortensen, J. Linderoth & A. Brown (Eds.), London: Routledge, pp. 191-209. [pre-print link]
Carter, M., Gibbs, M. & Arnold, M. 2015. The Demarcation Problem in Multiplayer Games: Boundary-Work in EVE Online’s eSport. Game Studies, http://gamestudies.org/1501/articles/carter.
Carter, M. 2015. Treacherous Play in EVE Online. PhD Dissertation, The University of Melbourne. [link]
Carter, M., Bergstrom, K., Webber, N. & Milik, O. 2016. EVE is Real: How conceptions of the ‘real’ affect and reflect an online game community. Well Played 5(2), 5-33. [link]
Chia, Aleena. 2017. Scaling Technoliberalism for Massively Multiplayer Online Games. Journal of Virtual Worlds Research 10, no. 3 (2017): article 2.
Craft, A. J. 2007. Sin in Cyber-Eden: Understanding the Metaphysics and Morals of Virtual Worlds. Ethics and Information Technology. 9(3), 205-217.
De Zwart, M. 2009. Piracy vs. Control: Models of Virtual World Governance and Their Impact on Player and User Experience. Journal of Virtual Worlds Research. 2(3). [link]
De Zwart, M. and Humphries, S. 2014. The Lawless Frontier of Deep Space: Code as Law in EVE Online. Cultural Studies Review. 20(1), 77-99. [link]
Feng, W-C., Brandt, D. and Saha, D. 2008. A Long-Term Study of a Popular MMORPG. In Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games. ACM Press, 19-24.
Goodfellow, Catherine. 2015. Russian Overlords, Vodka, and Logoffski Russian-and English-Language Discourse About Anti-Russian Xenophobia in the EVE Online Community. Games and Culture 10(4), 343-364.
Johnson, Mark & Robert Mejia. 2017. Making Science Fiction Real: Neoliberalism, Real-Life and eSports in EVE Online Journal of Virtual Worlds Research 10, no. 3 (2017): article 1.
Keatinge, M. 2010. The Expression and Constraint of Human Agency Within the Massively Multiplayer Online Games of World of Warcraft and EVE Online: A Comparative Case Study. Master of Literature in Sociology, National University of Ireland Maynooth. [link]
Kerr, A., De Paoli, S. and Keatinge, M. 2014. Surveillant Assemblages of Governance in Massively Multiplayer Online Games: A Comparative Analysis. Surveillance & Society 12(3), 320-336. [link]
Lehdonvirta, V. 2010. Virtual Worlds Don’t Exist: Questioning the Dichotomous Approach in MMO Studies. Game Studies 10(1). [link]
Lehdonvirta, V. and Castronova, E. 2014. Virtual Economies: Design and Analysis. MIT Press: Cambridge.
Lehdonvirta, V., Ratan, R., Kennedy, T. and Williams, D. 2014. Pink and Blue Pixel$: Gender and Economic Disparity in Two Massive Online Games. The Information Society 30(4): 243-255.
Milik, O. 2017. Virtual Warlords An Ethnomethodological View of Group Identity and Leadership in EVE Online. Games and Culture
Page, Richard. 2017. To Win at Life: Tradition and Chinese Modernities in EVE Online. Journal of Virtual Worlds Research 10, no. 3 (2017): article 3.
Paul, C. 2011. Don’t play me: EVE Online, new players and rhetoric. In Proceedings of the 6th International Conference on Foundations of Digital Games (FDG’11). ACM Press, 262-264.
Paul, C. 2012. Worldplay and the Discourse of Video Games: Analyzing Words, Design and Play. Routledge, New York.
Peers, B. 2011. Making Faces: EVE Online’s new portrait rendering. In ACM SIGGRAPH 2011 Talks (SIGGRAPH’11). ACM Press.
Ratan, R., Lehdonvirta, V., Kennedy, T.L.M., Williams, D. 2012. Razing the Virtual Glass Ceiling: Gendered Economic Disparity in Two Massive Online Games. Paper presented at the 62nd Annual Conference on the International Communication Association. [link]
Reynolds, R. 2010. The Duty to ‘Play’: Ethics, EULAs and MMOs. International Journal of Internet Research Ethics, 3(1), 48-68.
Rossignol, J. 2008. This Gaming Life: Travel in Three Cities. The University of Michigan Presss.
Sarkar, C., Ratan, R., Allen, D. and Hopcroft, J. (2012). Examining behavioral effects of player sex in two large-scale MMOs. Paper presented at Meaningful Play 2012 [link]
Suzor, N., Woodford, D., 2013. Evaluating Consent and Legitimacy amongst shifting community norms: an EVE Online case study. Journal of Virtual Worlds Research 6(3). [link]
Taylor, N., Bergstrom, K., Jenson, J., & de Castell, S. 2015. Alienated Playbour: Relations of Production in EVE Online. Games and Culture. 10(4) 365-388.
Warmelink, H. 2014. Online Gaming and Playful Organization. London: Routledge. [link]
Webber, N. & Milik, O. 2016. Selling the Imperium: Changing Organisational Culture and History in EVE Online. In Proceedings of the 1st International Joint Conference of DiGRA and FDG. [link]
Webber, N. 2014. Law, Culture and Massively Multiplayer Online Games. International Review of Law, Computers and Technology 28(1), 45-59.
Webber, N. 2016. Public History, Game Communities and Historical Knowledge. In Proceedings of Playing with History 2016 DiGRA/FDG Workshop, Dundee, UK.
Webber, N. 2017. EVE Online’s War Correspondents: Player Journalism as History. In Fans and Videogames: History, Fandom, Archives, M. Swalwell, A. Ndalianis & H. Stuckey (Eds.), London: Routledge, pp. 93-110.
Woodford, D. 2012. Hanging out is hard to do: Methodology in non-avatar environments. Journal of Gaming and Virtual Worlds, 4(3), 275-288.
Woodford, D. 2012. Regulating Virtual Environments. In Proceedings of the 7th International Conference on the Foundations of Digital Games (FDG’12). ACM Press, 270-272.
Webber, Nick & Milik, O. 2017. Barbarians at the Imperium Gates: Organizational Culture and Change in EVE Online. Journal of Virtual Worlds Research 10, no. 3 (2017): article 5.
Other
(Panel) Webber, N., Bergstrom, K., Jenson, J., de Castell, S., Goodfellow, C., McKnight, J.C. 2012. The Serious Business of Internet Spaceships: Studying EVE Online. [link]
(Series of TerraNova Blog Posts) Combs, N. 2007. EVE Online Series. TerraNova. [1, 2, 3, 4, 5, 6]
(IR13 talk) Goodfellow, C. 2012. The Russians are Coming! Nationhood & Threat Perception in EVE Online. [link]
(Magazine article on Goons) Dibbell, J. 2008. Mutilated furries, flying phalluses: Put the blame on griefers, the sociopaths of the virtual world. Wired Magazine 16/2/08 [link].