[Judd Ruggill speaking]: I can think of two. One I think is a piece we wrote a couple years ago for Animation journal which describes our archival philosophy in practice. And that’s a really really important thing for folks interested in materiality and games, why we collect things and how we collect them. That’s one of the longest running projects is the archive, probably our longest running project and so that would be a good introduction to that facet of our work. And the other piece I might point to is a book; we’ve done a number of books but that one, called Gaming Matters … it’s not necessarily super fantastic but it … what it does is it shows our … maybe our playfulness, synthesis in terms of how we work together, and our willingness … to explore in our work. You know, we’re not incrementalists, and that’s a … that book offers … a good entry point into ways in which we describe [unintelligible]. 

[Ken McAllister speaking]: Yeah. I would say it’s … what makes it particularly good is the breadth of the themes that are depicted there; as Judd said, we’re not incrementalists or periodists. We don’t look at the Golden Age of games or anything like that. We look at bigger types of themes. One great thing about working in an archive is that we we’re constantly surrounded in our workplace by thousands and thousands of examples of all the different things that games do, so it’s … it's a great resource, not only for us but for all the folks who use it. But yeah, Gaming Matters would be a good book to start with.