Douglass, Jeremy, William Humberto Huber, and Lev Manovich. “Understanding Scanlation: How to Read One Million Fan-Translated Manga Pages.” Image and Narrative
12, no. 1 (2011): 190–227. http://www.imageandnarrative.be/index.php/imagenarrative/article/view/133
Hoeger, Laura, and William Humberto Huber. “Ghastly Multiplication: Fatal Frame II and the Videogame Uncanny.” In Situated Play
, 152–56. Tokyo: DiIGRA, 2007. http://www.digra.org/dl/db/07313.12302.pdf
Huber, William, and Riccardo Fassone. “Game Studies in the Cinquecento. Prolegomena to a Historical Analysis of the Rhetorics of Play.” Ludica. Annali Di Storia e Civiltà Del Gioco, no. 21–22 (2016).
Huber, William Humberto. “Catch and Release: Ludological Dynamics in Fatal Frame II: Crimson Butterfly.” Loading... Journal of the Canadian Gaming Studies Organization
4, no. 6 (2010). http://journals.sfu.ca/loading/index.php/loading/article/viewArticle/91
———. “Collective Software Authorship in the Videogame Industry.” Presentation presented at the Japanese Arts and Globalizations Works in Progress, Lake Arrowhead, CA, October 24, 2008.
———. “Complicit Play in Virtual Worlds.” Presentation and panel presented at the Serious Play: MMO gaming, real money, and social worlds., La Jolla, CA, February 8, 2007.
———. “D-Day.” Chicago, 2013.
———. “Epic Spatialities: The Production of Space in Final Fantasy Games.” In Third Person: Authoring and Exploring Vast Narratives, 373–84. Cambridge, MA: MIT Press, 2009.
———. “Fictive Affinities in Final Fantasy XI: Complicit and Critical Play in Fantastic Nations.” In Changing Views: Worlds in Play. Vancouver, British Columbia: Simon Fraser University, 2005.
———. “From Generation Nintendo to Generation Minecraft: The Changing Face of Game Education.” Public lecture presented at the Edinburgh Digital Entertainment Festival, Edinburgh, August 9, 2016. https://www.youtube.com/watch?v=Bs6wsRSVNd8
———. “Game Futures, Game Education.” Presented at the Welsh Games Development Show, Cardiff UK, June 18, 2016.
———. “Interface, Play and Performance in the Virtual Spaces of Final Fantasy XI.” Presentation presented at the Transliteracies: New Reading Interfaces Working Group, Santa Barbara, CA, May 12, 2007.
———. “Ka as Shomin-Geki: Problematizing Videogame Studies.” In Level up. Digital Games Research Conference
, 4–6. Utrecht, 2003. http://www.digra.org/wp-content/uploads/digital-library/05150.02055.pdf
———. “Notes on Aesthetics in Japanese Videogames.” In Videogames and Art, edited by Andy Clarke and Grethe Mitchell, 211. Bristol UK: Intellect Books, 2008.
———. “Relational Aesthetics in Games.” Atlanta, 2013.
———. “Relational Style: The Aesthetics of Multiplayer Game Design.” Presented at the Digra 2013, Atlanta, August 26, 2013. http://dm.lmc.gatech.edu/digra2013/session/aesthetics-part-i/
———. “Revisiting Game Semiotics.” Presented at the DiGRA 2013, Atlanta, August 2013.
———. “Soft Authorship.” Presentation presented at the Software 2008: Software Studies Workshop, La Jolla, CA, May 21, 2008.
———. “The Semiotic Conditions of Videogame Authorship.” Dissertation, University of California, San Diego, 2013.
Huber, William Humberto, Ian Bogost, Margaret Robertson, David Thomas, and Jose P. Zagal. “You Played That? Game Criticism Meets Game Studies.” In Breaking New Ground: Innovation in Games, Play, Practice and Theory: Proceedings of DiGRA 2009. London: Brunel University, 2009.
Huber, William Humberto, and Stephen Mandiberg. “Kingdom Hearts, Territoriality and Flow.” In Breaking New Ground: Innovation in Games, Play, Practice and Theory
. London: Brunel University, 2009. http://digra.org:8080/Plone/dl/db/09287.47134.pdf