References
- Barrish, Phillip. American Literary Realism, Critical Theory, and Intellectual Prestige, 1880-1995. 2nd ed., Cambridge UP, 2004.
- Bazargan, Susan. “Representation and Ideology in ‘The Real Thing’.” The Henry James Review, vol. 12, no. 2, 1991, pp. 133-137.
- Becker, George Joseph. “Modern Realism as a Literary Movement.” Documents of Modern Literary Realism, edited by George Joseph Becker, Princeton UP, 1963, pp. 3-38.
- Bell, Michael Davitt. The Problem of American Realism: Studies in the Cultural History of a Literary Idea. U of Chicago P, 1993.
- Berger, Ross. Dramatic Storytelling and Narrative Design: A Writer’s Guide to Video Games and Transmedia. CRC Press - Taylor and Francis, 2020.
- Brown, Bill. “The Matter of Dreiser’s Modernity.” The Cambridge Companion to Theodore Dreiser, edited by Leonard Cassuto and Clare Virginia Eby, Cambridge UP, 2004, pp. 83-99.
- Budd, Louis J. Mark Twain: Social Philosopher. 1962. U of Missouri P, 2001.
- Cashman, Sean Dennis. America in the Gilded Age: From the Death of Lincoln to the Rise of Theodore Roosevelt. 3rd ed., New York UP, 1993.
- Corkin, Stanley. Realism and the Birth of the Modern United States: Cinema, Literature, and Culture. U of Georgia P, 1996.
- Crane, Stephen. Prose and Poetry. Edited by J. C. Levenson, Library of America, 1996.
- Crocker, Ruth C. “Cultural and Intellectual Life in the Gilded Age.” The Gilded Age: Perspectives on the Origins of Modern America, 2nd ed., edited by Charles W. Calhoun, Rowman and Littlefield, 2007, pp. 211-237.
- Czitrom, Daniel J. Media and the American Mind: From Morse to McLuhan. U of North Carolina P, 1982.
- Domsch, Sebastian. Storyplaying: Agency and Narrative in Video Games. De Gruyter, 2013.
- Dreiser, Theodore. Sister Carrie, edited by James L. W. West III and Thomas P. Riggio, U of Pennsylvania P, 1998.
- Edwards, Rebecca. New Spirits: Americans in the Gilded Age, 1865-1905. Oxford UP, 2006.
- French, Bryant Morey. Mark Twain and The Gilded Age: The Book That Named an Era. Southern Methodist UP, 1965.
- Freyermuth, Gundolf S. “Video Games and Literature.” Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, 2nd ed., edited by Mark J. P. Wolf, Greenwood Press, 2021, pp. 1109-1111.
- Friedman, Lawrence M. Crime and Punishment in American History. Basic Books, 1993.
- Glazener, Nancy. Reading for Realism: The History of a U.S. Literary Institution, 1850-1910. Duke UP, 1997.
- Greene, Julie. “Race, Immigration, and Ethnicity.” A Companion to the Gilded Age and Progressive Era, edited by Christopher McKnight Nichols and Nancy C. Unger, Wiley-Blackwell, 2017, pp. 137-148.
- Hayot, Eric. “Video Games and the Novel.” Daedalus, the Journal of the American Academy of Arts and Sciences, vol. 150, no. 1, 2021, pp. 178-187.
- Jager, Ronald B. “Mark Twain and the Robber Barons: A View of the Gilded Age Businessman.” Mark Twain Journal, vol. 17, no. 3, 1974-1975, pp. 8-12.
- James, Henry. The Real Thing and Other Tales. Macmillan, 1893.
- Kahan, Michael B. “Urban America.” A Companion to the Gilded Age and Progressive Era, edited by Christopher McKnight Nichols and Nancy C. Unger, Wiley-Blackwell, 2017, pp. 31-43.
- Kapell, Matthew Wilhelm, and Andrew B. R. Elliott, editors. Playing with the Past: Digital Games and the Simulation of History. Bloomsbury Academic, 2013.
- Kaplan, Amy. The Social Construction of American Realism. U of Chicago P, 1988.
- Krauth, Leland. “Mark Twain: At Home in the Gilded Age.” The Georgia Review, vol. 28, no. 1, 1974, pp. 105-113.
- Lawson, Andrew. “Class Mimicry in Stephen Crane’s City.” American Literary History, vol. 16, no. 4, 2004, pp. 596-618.
- Lawtoo, Nidesh. Homo Mimeticus: A New Theory of Imitation. Leuven UP, 2022.
- Litwicki, Ellen M. “The Influence of Commerce, Technology, and Race on Popular Culture in the Gilded Age.” The Gilded Age: Perspectives on the Origins of Modern America, 2nd ed., edited by Charles W. Calhoun, Rowman and Littlefield, 2007, pp. 187-209.
- McGill, Kirsty Michelle. “The Digital Lineage of Narrative: Analyzing Interactive Fiction to Further Understand Game Narrative.” Games and Narrative: Theory and Practice, edited by Barbaros Bostan, Springer, 2022, pp. 77-90.
- Melnic, Diana, and Vlad Melnic. “Playing With(out) Borders: Video Games as the Digital Expression of Transnational Literature.” Metacritic: Journal for Comparative Studies and Theory, vol. 3, no. 1, 2017, pp. 75-92.
- Monteiro, George. “Realization in Henry James’ ‘The Real Thing’.” American Literary Realism, vol. 36, no. 1, 2003, pp. 40-50.
- Newlin, Keith. Introduction. The Oxford Handbook of American Literary Realism, edited by Keith Newlin, Oxford UP, 2019, pp. 1-16.
- Orvell, Miles. The Real Thing: Imitation and Authenticity in American Culture, 1880-1940. 1989. U of North Carolina P, 2014.
- Pizer, Donald. “Introduction: The Problem of Definition.” The Cambridge Companion to American Realism and Naturalism: Howells to London, edited by Donald Pizer, Cambridge UP, 1995, pp. 1-18.
- Red Dead Redemption 2. Rockstar Games, 2018. Sony PlayStation 4 game.
- Rockstar Games. “The Frontier, Cities and Towns – Red Dead Redemption 2.” www.rockstargames.com/reddeadredemption2/features/frontiercitiesandtow ns. Accessed 2 June 2025.
- Trachtenberg, Alan. The Incorporation of America: Culture and Society in the Gilded Age. 2nd ed., Hill and Wang, 2007.
- Twain, Mark, and Charles Dudley Warner. The Gilded Age: A Tale of To-Day. 1873. Harper and Brothers Publishers, 1901.
- Whalen, Zach, and Laurie N. Taylor, editors. Playing the Past: History and Nostalgia in Video Games. Vanderbilt UP, 2008.
- Wills, John, and Esther Wright, editors. Red Dead Redemption: History, Myth, and Violence in the Video Game West. U of Oklahoma P, 2023.
- Wuster, Tracy. Mark Twain, American Humorist. U of Missouri P, 2016.