-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathgamestudies-0601-1803-Jun-03-2019-with-citations.json
8046 lines (8046 loc) · 944 KB
/
gamestudies-0601-1803-Jun-03-2019-with-citations.json
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
[
{
"title": "Gaming (Ad)diction: Discourse, Identity, Time and Play in the Production of the Gamer Addiction Myth",
"url": "http://gamestudies.org/0601/articles/cover",
"author": "Rob Cover",
"volume": "6",
"issue": "1",
"date": "December 2006",
"citations": [
"Bantick C. (2004) ‘Why Computer Games should Worry Parents’, The Age January 15 (http://www.theage.com/au/articles/2004/01/14/1073877896185.html) accessed January 15 2004.",
"Beavis, C. (1998) ‘Computer Games: Youth Culture, Resistant Readers and Consuming Passions.’ Paper presented at Research in Education: Does it Count-Australian Association for Research in Education Annual Conference, 29 Nov\" 3 Dec.",
"Bell, D. (2001) An Introduction to Cybercultures. London & New York: Routledge.",
"Binaisa, M. (2002) ‘All Clicked Out.’ Game On: The History and Culture of Videogames, ed. L. King. USA: Universe Publishing, pp. 44-45.",
"Bourdieu, P. (1984) Distinction: A Social Critique of the Judgement of Taste. trans. R. Nice. London: Routledge & Kegan Paul.",
"Buchanan K. (2004) ‘Video Games; Ritual or Rebellion?’ in Media Studies in Aotearoa/New Zealand, ed. L. Goode & N. Zuberi. Auckland: Pearson, pp. 135-145.",
"Castells, M. (1997) The Information Age: Economy, Society and Culture Volume II The Power of Identity. Oxford: Blackwell.",
"Colebatch, T. (2002) ‘More and More it is a Case of till Divorce do us Part’ The Age, 22 August. Available: http://www.theage.com.au/articles/2002/08/22/1029114163415.html, Consulted: 23 August 2002.",
"Cooper, S. (2002) Technoculture and Critical Theory: IN the Service fo the Machine? London & New York: Routledge.",
"Cubitt, S. (1991) Timeshift: On Video Culutre. London & New York: Routledge.",
"Davis, D. D. (2001) ‘(Non Fiction(‘s) Addiction(s): A NarcoAnalysis of Virtual Worlds’, in High Wired: On the Design, Use, and Theory of Educational MOOs, ed. C. Haynes & J.R. Holmevik. Ann Arbor: University of Michigan Press, pp. 267-285.",
"Davis, M. (1997) Gangland: Cultural Elites and the New Generationalism. St. Leonards, NSW: Allen & Unwin.",
"Derrida, J. (1995) ‘The Rhetoric of Drugs,’ trans. Michael Israel. Points… Interviews, 1974-1994. ed. Elisabeth Weber, trans. Peggy Kamuf et al. Stanford, CA.: Stanford University Press, pp. 228-254.",
"Federwisch, A. (1997) ‘Internet Addiction?’ Nurseweek, August 8. Available at: http://www.nurseweek.com/features/97-8/iadct.html Consulted January 12, 2004.",
"Gaillot, M. (1998) Multiple Meaning: Techno: An Artistic and Political Laboratory of the Present, Interviews with Jean-Luc Nancy & Michel Maffesoli. trans.",
"Warren Niesluchowski. Paris: Èditions Dis Voir, pp. 17-39. Gee J. P. (2003) What Video Games Have to Teach Us About Learning and Literacy New York: Palgrave Macmillan.",
"Griffiths, M. (1998) ‘Internet Addiction: Does it Really Exist?’ in Psychology and the Internet: Intrapersonal, Interpersonal, and Transpersonal Implications, ed. Jayne",
"Gackenbach. San Diego: Academic Press, pp. 61-75.",
"Grohol, J. M. (2000) ‘Review: Caught in the Net.’ Addiction 95(1): 139-140.",
"Grosz, E. (2001) Architecture from the Outside: Essays on Virtual and Real Space. Cambridge, Mass.: MIT Press.",
"Hardt, M. & Negri, A. (2000) Empire. Cambridge, Mass.: Harvard University Press.",
"Herz, J.C. (1997) Joystick Nation: How VideoGames at our Quarters, wWOn our Hears, and Rewired Our Minds. Boston: Little, Brown & Co.",
"Holliday, H. (2000) ‘Hooked on the ’Net.’ Psychology Today 33(4):10.",
"Huizinga J. (1949) Homo Ludens: A Study of the Play-Element in Culture. London: Routledge & Kegan Paul.",
"Humphreys, S. (2003) ‘Online multi-user games.’ Australian Journal of Communication 30(1): 79-91. InGaming (2003) ‘Console News: New Zealand Bans Manhunt.’ InGaming. Available at www.ingaming.com. Consulted 14 February 2004.",
"Jenkins H. & Squire K. (2002) ‘The Art of Contested Spaces’ in Game On: The History and Culture of Videogames, ed. L. King. USA: Universe Publishing 64-75.",
"Kent, S. L. (2001) The Ulitmate History of Video Games. New York: Three Rivers Press.",
"Kermode, F. (1967) The Sense of an Ending: Studies in the Theory of Fiction. Oxford: Oxford University Press.",
"King, B. & Borland, J. (2003) Dungeons and Dreamers: The Rise of Computer Game Culture. USA: McGraw-Hill/Osborne.",
"Lart, R. (1998) ‘Medical Power/Knowledge: The Treatment and Control of Drugs and Drug Users,’ in The Control of Drugs and Drug Users: Reason or Reaction, ed. Ross Coomber. Amsterdam: Harwood, pp. 49-68.",
"Latham, R. (2002) Consuming Youth: Vampires, Cyborgs, & the Culture of Consumption. Chicago: Chicago University Press.",
"Lister, M.; Dovey, J.; Giddings, S.; Grant, I. & Kelly, K. (2003) New Media: A Critical Introduction. London & New York: Routledge.",
"Meyrowitz, J. (1997) ‘The separation of social space from physical place,’ The Media Studies Reader, ed. T. O’Sullivan & Y Jewkes. London: Edward Arnold, pp. 45-52.",
"Sorkin, M. (1993) ‘VR The World,’ in The Edge of the Millenium, ed. S. Yelavich. New York: Watson-Guptil Publications, 1993, pp. 233-7.",
"Newman, J. (2002) ‘The Myth of the Ergodic Videogame: Some thoughts on player-character relationships in videogames.’ Game Studies 2(1).",
"O’Riordan, K. (2001) ‘Playing with Lara in Virtual Space,’ in Technospaces: Inside the New Media, ed. S. Munt. London & New York: Continuum, pp. 224-238. Office of Film & Literature Classification New Zealand (2003) ‘OFLC No. 302023 Reasons for Decision.’ Available at:",
"http://www.censorship.govt.nz/PDFWORD/manhunt.pdf Consulted 14 February 2004.",
"Pornography and Sexual Violence: Evidence of the Links, The Complete Transcript of Public Hearings on Ordinances to Add Pornography as Discrimination Against Women: Minneapolis City Council, Government Operations Committee, December 12 and 13, 1983. London: Everywoman.",
"Quin, D. (2001) ‘The mobile drug: will it hurt them?’ The Guardian, Sunday 27 May.",
"Reid, E. (1998) ‘The Self and the Internet: Variations on the Illusion of One Self’ in Psychology and the Internet: Intrapersonal, Interpersonal, and Transpersonal Implications, ed. Jayne Gackenbach. San Diego: Academic Press, pp. 29-41.",
"Rosello, M. (1998) Declining the Stereotype: Ethnicity and Representation in French Cultures. Hanover, NH: University Press of New England.",
"Rushkoff, D. (1996) Playing the Future: How Kids’ Culture can Teach us to Thrive in an Age of Chaos. New York: HarerCollins.",
"Selwyn, N. (2003) ‘ \"Doing IT for the Kids\": Re-Examining Children, Computers and the \"Information Society\".’ Media, Culture & Society 25(3): 351-378.",
"Steyer, J. P. (2002) The Other Parent: The Inside Story of the Media’s Effect on Our Children. New York: Atria.",
"Thompson, C. (2002) ‘Violence and the Political Life of Videogames,’ in Game On: The History and Culture of Videogames, ed. L. King. USA: Universe Publishing, pp. 22-31.",
"Tudor, A. (1997) ‘Why Horror? The Peculiar Pleasures of a Popular Genre.’ Cultural Studies (11)3: 443-463.",
"Virilio, P. (1991) Lost Dimension. New York: Semiotext(e).",
"Virilio, P. (1993) ‘The Third Interval’, in Rethinking Technologies, ed. V. Conley. Minneapolis: University of Minnesota Press.",
"Wolf, M. J.P. (2001) The Medium of the Video Game. Austin, TX: University of Texas Press.",
"Young, K S. (1998) Caught in the Net: How to Recognize the Signs of Internet Addiction-and a Winning Strategy for Recovery. New York: John Wiley & Sons."
]
},
{
"title": "Combat in Context",
"url": "http://gamestudies.org/0601/articles/montfort",
"author": "Nick Montfort",
"volume": "6",
"issue": "1",
"date": "December 2006",
"citations": [
"Aarseth, Espen. Comparative Media Studies seminar. MIT, Cambridge, Mass. 8 February 2001.",
"Aarseth, Espen. 2003. \"Playing Research: Methodological Approaches to Game Analysis.\" MelbourneDAC, the 5th International Digital Arts and Culture Conference. May 19-23, pp. 1-8. http://hypertext.rmit.edu.au/dac/papers/Aarseth.pdf",
"Atari. 1977. Combat Game Program Instructions. CO11402-01. Facsimile from Atari Age. 1998-2004. http://www.atariage.com/manual_thumbs.html?SoftwareLabelID=94",
"Bolton, Lee. [2000.] Review of Combat. On Lee's Peek and Poke. http://leespeekandpoke.members.easyspace.com/combat.html",
"Herman, Leonard. 2001. \"Atari VCS.\" In Supercade: A Visual History of the Video Game Age, 1971-1984, by Van Burnham, pp. 148, 151. Cambridge: The MIT Press.",
"Cohen, Scott. 1984. Zap: The Rise and Fall of Atari. New York: McGraw-Hill.",
"Decuir, Joe. 2003. Interviewed by Curt Vendel. On The Atari Museum. File date, April 25. http://www.atarimuseum.com/articles/joedecuir.html",
"Flying Omelette. [2003.] Review of Combat. On Flying Omelette's Kitchen. http://www.flyingomelette.com/combat.html",
"Graybill, Mark. 2002. The Stella Mailing List FAQ. October. http://www.biglist.com/lists/stella/archives/200210/msg00096.html",
"Hale-Evans, Ron. 2001. \"Game Systems - Part 1.\" In The Games Journal: A Boardgaming Monthly. December. http://www.thegamesjournal.com/articles/GameSystems1.shtml",
"Konzack, Lars. 2002. \"Computer Game Criticism: A Method for Computer Game Analysis.\" In CGDC Conference Proceedings, Frans Mayra, ed., Tampere University Press, pp. 89-100. http://imv.au.dk/~konzack/tampere2002.pdf",
"Langberg, Ben. 2003. Review of Combat. On Le Geek. http://abscape.org/legeek/r_combat.htm",
"Leon, Harmon. 2000. \"CyberBattle 2000!\" On DailyRadar.com. Original site is offline; available at http://web.archive.org/web/*/http://www.dailyradar.com/features/showbiz_feature_page_84_1.html",
"O'Connor, Frank. 2000. Review of CyberBattle 2000. [Parody review of Combat.] On DailyRadar.com. Original site is offline; available at http://web.archive.org/web/*/http://www.dailyradar.com/reviews/game_review_693.html",
"Williams, Roger. 2001. \"Programming the Atari 2600 VCS.\" On Kuro5hin. Posted September 16. http://www.kuro5hin.org/story/2001/9/15/211737/858"
]
},
{
"title": "Learning to Play or Playing to Learn - A Critical Account of the Models of Communication Informing Educational Research on Computer Gameplay",
"url": "http://gamestudies.org/0601/articles/arnseth",
"author": "Hans Christian Arnseth",
"volume": "6",
"issue": "1",
"date": "December 2006",
"citations": [
"Anderson, C. A. & Dill, K. E. (2000). Video Games and Aggressive Thoughts, Feelings and Behavior in the Laboratory and in Life. Journal of Personality and Social Psychology. (78) 4.",
"Bransford, J. D. (1979). Human Cognition: Learning, Understanding and Remembering. Belmont, CA: Wadsworth.",
"Carr, D., Buckingham, D., Burn, A. & Schott, G. (2006). Computer Games. Text, Narrative and Play. Cambridge: Polity Press.",
"Ceci, S. J. & Roazzi, A. (1994). The effects of context on cognition: postcards from Brazil. In R. J. Sternberg & R. K. Wagner (Eds.), Mind in context. Interactionist perspectives on human intelligence. Cambridge, NY: Cambridge University Press.",
"Cole, M. (1996). Cultural Psychology. A once and future discipline. Cambridge, MA & London: The Belknap Press of Harvard University Press.",
"Crook, C. (1998). Children as Computer Users: The Case of Collaborative Learning. Computers & Education, 30 (3/4), pp. 237-247.",
"Cuban, L. (1986). Teachers and Machines. The Classroom Use of Technology Since 1920. New York: Teachers College Press.",
"Egenfeldt-Nielsen, S. (2005). Beyond Edutainment: Exploring the Educational Potential of Computer Games. IT-University Copenhagen.",
"Gardner, H. (1985). The Minds New Science. A history of the cognitive revolution. New York: Basic Books.",
"Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.",
"Graesser, A. C., Gernsbacher, M. A. & Goldman, S. R. (1997). Cognition. In T. A. van Dijk (Ed.), Discourse as Structure and Process. London: Sage Publications.",
"Hakkarainen, K., Lipponen, L. & Järvelä, S. (2001). Epistemology of inquiry and computer-supported collaborative learning. In T. Koschman, R. Hall, & N. Miake (Eds.), CSCL 2: Carrying Forward the Conversation. Mahwah, NJ: Lawrence Erlbaum Ass.",
"Heath, C. & Luff, P. (2000). Technology in Action. Cambridge: Cambridge University Press.",
"Hutchby, I. (2001). Conversation and Technology. From the telephone to the internet. Cambridge: Polity Press.",
"Kirriemuir, J. & McFarlane, A. (2004). Literature Review in Games and Learning. Bristol: Nesta Futurelab series, report 8.",
"Kirschner, D. & Whitson, J. A. (1997). Situated Cognition. Social, Semiotic, and Psychological Perspectives. Mahwah, NJ: Lawrence Erlbaum Associates.",
"Kumpalainen, K. & Mutanen, M. (2000), Mapping the Dynamics of Peer Group Interaction: A Method of Analysis of Socially Shared Learning Processes. In H. Cowie & G. van der Aalsvoort (Eds.), Social Interaction in Learning and Instruction. Amsterdam: Pergamon.",
"Lave, J. & Wenger, E. (1991). Situated Learning. Legitimate peripheral participation. Cambridge: Cambridge University Press.",
"Linderoth, J. (2004). Datorspelandets mening. Bortom idén om den interaktiva illusjonen. [The meaning of computergaming. Beyond the idea of the interactive illusion] Gothenburg studies in educational sciences 211.",
"Mercer, N. (2000). Words & Minds. How we use language to think together. London: Routledge.",
"Mitchell, A. & Saville-Smith, C. (2004). The use of computer and video games for learning. A review of the literature. London: The Learning and Skills Development Agency.",
"Piaget, J. (1951). Play, dreams and imitation in childhood. Melbourne: Heinemann.",
"Reddy, (1979). The Conduit Metaphor: a case of frame conflict in our language about language. In A. Ortony (Ed.), Metaphor and Thought. Cambridge: Cambridge University Press.",
"Rogoff, B. (1990). Apprenticeship in Thinking. Cognitive development in social context. New York & Oxford: Oxford University Press.",
"Rystedt, H. (2002). Bridging practices. Simulations in education for the health-care professions. Gothenburg: Gothenburg Studies in Educational Sciences 187.",
"Squire, K. (2002). Cultural Framing of Computer/Video Games. Game Studies, (2) 1.",
"Squire, K. (2003). Video games in education. International Journal of Intelligent Simulations and Gaming. (2) 1.",
"Säljö, R. (2000). Lärande i praktiken. Ett sociokulturelt perspektiv. (Learning in Practice. A sociocultural perspective) Stockholm: Bokförlaget Prisma.",
"The Cognition & Technology Group at Vanderbilt (1997). The Jasper Project. Lessons in curriculum, instruction, assessment, and professional development. Mahwah, NJ: Lawrence Erlbaum Associates, Publishers.",
"Tudge, J. & Rogoff, B. (1989). Peer influences on cognitive development: Piagetian and Vygotskian perspectives. In M. Bornstein & J. Bruner (Eds.), Interaction in Human Development. Hillsdale, NJ: Lawrence Erlbaum Associates.",
"Walsh, D., Gentile, D., Gieske, J., Walsh, M. & Chasko, E. (2004). Ninth Annual Mediawise Video Game Report Card. Minneapolis, MN: National Institute on Media and the Family.",
"1)",
"In order to do this I will take up and discuss a few selected studies in order to provide a more thorough examination. However, I believe that the studies chosen a representative of a more general approach to the study of computer game play. As such, the discussion carries relevance beyond the particular studies chosen, in that it discusses particular approaches to research as well as the general models of communication informing a particular strand of research. Still, such an approach necessarily implies that differences and nuances are downplayed in order to come up with a more generic pattern. Anyhow, I believe that such an approach is both legitimate and appropriate in regard to the question that I am trying to answer in and through this article."
]
},
{
"title": "On the Role of the Die: A brief ludologic study of pen-and-paper roleplaying games and their rules",
"url": "http://gamestudies.org/0601/articles/dormans",
"author": "Joris Dormans",
"volume": "6",
"issue": "1",
"date": "December 2006",
"citations": [
"Caillois, Roger (2006) \"The Definition of Play: The Classification of Games\" in Katie Salen & Eric Zimmerman (eds.) The Game Design Reader: A Rules of Play Anthology, pp. 122-155. Cambridge, The MIT Press.",
"Carr, Diane, David Buckingham, Andrew Burn & Gareth Schott (2006) Computer Games: Text, Narrative and Play. Cambridge, Polity Press.",
"Frasca, Gonzalo (2003) \"Simulation versus Narrative\" in Mark J. P. Wolf & Bernard Perron (eds.) The Video Game Theory Reader (pp. 221-235). New York, Routledge.",
"Friedman, Ted (1999) \"Making Sense of Software: Computer Games and Interactive Textuality\". Available at: [http://ww.duke.edu/~tlove/simcity.htm]",
"Glas, René (2006) \"Towards a New Model of Play for the Massively Multi-Player Online Role-Playing Game\". Paper presented at the \"On Playing Roles\" Seminar, Tampere, 30-31 March 2006.",
"Juul, Jesper (2005) Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge, The MIT Press.",
"Murray, Jannet H. (1997) Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Cambridge, The MIT Press.",
"Poole, Steven (2000) Trigger Happy, The Inner Life of Videogames. London, Fourth Estate.",
"Turkle, Sherry (1995) Life On The Screen, Identity in the Age of the Internet. New York, Touchstone.",
"Veugen, Connie (2004) \"Here be Dragons. Voorgeschiedenis en ontstaan van adventure games\" in Tijdschrift voor Mediageschiedenis, 7/2004-2, pp. 77-99. Amsterdam, Uitgeverij Boom BV."
]
},
{
"title": "Self-Portrayal in a Simulated Life: Projecting Personality and Values in The Sims 2",
"url": "http://gamestudies.org/0601/articles/griebel",
"author": "Thaddeus Griebel",
"volume": "6",
"issue": "1",
"date": "December 2006",
"citations": [
"Aiken, L.R. (2003). Psychological Testing and Assessment (11th ed.). Boston: Pearson Education Group, Inc.",
"Anderson, C.A., Funk, J.B., & Griffiths, M.D. (2004). Contemporary issues in adolescent video game playing: brief overview and introduction to the special issue. Journal of Adolescence, 27, 1-3.",
"Braukus, M., Henry, K., & Gardner, J. (2000). Video games may lead to better health through NASA technology. Retrieved February 2, 2004, from http://www.sciencedaily.com/releases/2000/08/000811060630.htm",
"Breznican, A. (2004). Omnipotence is yours with new Sims game. Associated Press Online. Retrieved February 10, 2005, from LexisNexus database.",
"Kampert, P. (2002). Human lab: Gamers use The Sims to test behavior �\" or just to watch their bosses fry. Chicago Tribune, September 22, 2002.",
"Klopfer, B., & Kelley, D. M. (1942). The Rorschach technique. New York: World Book Company.",
"McCrae, R.R. & Costa, P.T., Jr., (1987). Validation of the five-factor model of personality across instruments and observers. Journal of Personality and Social Psychology, 52, 81-90.",
"Murray, H. A. (1943). Thematic apperception test. Cambridge, MA: US Harvard University Press",
"Phillips, R. (1945). Doll play as a function of the realism of the materials and the materials and the length of the experimental session. Child Development, 16, 123-143.",
"Rothfeder, J. (2004). Terror games. Popular Science, 264, 82-91.",
"Schwartz, S.H. (1992). Universals in the content and structure of values: Theoretical advances and empirical tests in 20 countries. Advances in Experimental Social Psychology, 25, 1�\"64.",
"Thompson, C. (2003). Suburban culture. Psychology Today, 36, 32-40.",
"Wright, T., Boria, E., & Breidenbach, P. (2002). Creative player actions in FPS online video games: Playing counter-strike. The International Journal of Computer Game Research, 2."
]
},
{
"title": "Signifying Play: The Sims and the Sociology of Interior Design",
"url": "http://gamestudies.org/0601/articles/paulk",
"author": "Charles Paulk",
"volume": "6",
"issue": "1",
"date": "December 2006",
"citations": [
"Baudrillard, Jean. The System of Objects. Trans. James Benedict. London: Verso, 1968.",
"Becker, David. \"The Secret Behind 'The Sims'\" CNET News.com. 16 Mar. 2001. 8 Feb. 2006 .",
"Bramwell, Tom. \"The Sims Tops 24 Million.\" GamesIndustry.biz. 11 Feb. 2003. 8 Feb. 2006 .",
"CNNMoney. 17 Nov. 2003. 1 Dec. 2003",
"Faceda, Vanessa L. \"Trading Places.\" Retail Merchandiser. Aug. 2003: LexisNexis. 1 Dec. 2003. Keyword: Lowe's.",
"Hattori, James. \"Video Game 'Sim'-mers at Top of Game Charts.\" CNN.com. 2 Dec. 2000. 20 Feb. 2006 .",
"Hill, Alma E. \"A Room of Their Own.\" The Atlanta Journal-Constitution 14 Aug. 2003. LexisNexis. 1 Dec. 2003. Keyword: Lowe's; Teens.",
"Jenkins, Henry. \"Complete Fredom of Movement: Video Games as Gendered Play Sapces.\" From Barbie to Mortal Kombat: Gender and Computer Games. 6 Feb. 2006 .",
"Jenkins, Henry. \"From Barbie to Mortal Kombat: Further Reflections.\" Playing By The Rules: The Cultural Policy Challenges of Video Games. University of Chicago, Chicago. Oct. 2001. 6 Feb. 2006 .",
"Lefebvre, Henri. Everyday Life in the Modern World. 8th ed. New Brunswick: Transaction, 2003.",
"Levin, Charles. Jean Baudrillard: A Study in Cultural Metaphysics. Hertfordshire: Prentice Hall Europe, 1996.",
"Pearce, Celia. \"Toward a Game Theory of Game.\" First Person: New Media as Story, Performance, and Game. 20 Feb. 2006 .",
"Poremba, Cindy. \"Patches of Peace: Tiny Signs of Agency in Digital Games.\" Level Up Conference Proceedings. 20 Feb. 2006",
"Taylor, Chris. \"Reinventing the Sims.\" TIME 31 Aug. 2003. 1 Dec. 2003 http://www.time.com/time/covers/1101030908/xgames.html",
"\"The Sims™ Becomes The Best Selling PC Game of All Time.\" 21 Mar. 2002. 8 Feb. 2006 .",
"Thompson, Clive. \"Suburban Rhapsody.\" Psychology Today 28 Oct. 2003. 1 Dec. 2003",
"Whitta, Gary. \"The Sims.\" PC Gamer. 1 Dec. 2003 http://www.pcgamer.com/reviews/archives/review_2000-08-14ak.html",
"Winegarner, Beth. \"Sims Celebrates Fifth Anniversary.\" Yahoo Games. 7 Feb. 2005. 06 Feb. 2006 ."
]
},
{
"title": "Street Fighter and The King of Fighters in Hong Kong: A Study of Cultural Consumption and Localization of Japanese Games in an Asian Context",
"url": "http://gamestudies.org/0601/articles/ng",
"author": "Benjamin Wai-ming Ng",
"volume": "6",
"issue": "1",
"date": "December 2006",
"citations": [
"Adorno, Theodor (1991) The Cultural Industry: Selected Essays on Mass Culture (London & New York: Routledge)",
"Ba, Shenjing (2001) \"Cong youxi manhua shuoqi\" (Discourse on Games and Comics). Diannao shangqingbao (Journal of Computing Communications), Vol. 7.",
"Canclini, Nestor G (1995) Hybrid Cultures: Strategies foe Entering and Leaving Modernity. Minneapolis: University of Minnesota Press.",
"Certeau, Michel de (1984) The Practice of Everyday Life. Berkeley: University of California Press.",
"Chen, Dawei (5 April 2002) \"Lun Xianggang wuxia manhua de tuibian\" (On the Changes of Kung Fu Comics in Hong Kong). Chuantong Zhongguo wenxue dianzibao (E-Journal on Traditional Chinese Literature) (http://www.literature.idv.tw/news/news.htm), Vol. 115.",
"Fiske, John (1989) Understanding Popular Culture. London & New York: Routledge",
"Greenfield, Patricia (1984) Mind and Media: The Effects of Television, Vidoegames and Computers. Cambridge: Harvard University Press.",
"Hoskins, C and Mirus, R (1988) \"Reasons for the U.S. Dominance of the International Trade in Television Programs,\" Journalism of Communication, Vol. 38.",
"Kent, Steven (1991) The Ultimate History of Video Games. New York: Three Rivers Press.",
"Liu, Chilang (2003) \"Xu Jingchen qianwan tui jieba\" (Xu Jingchen spending millions to promote his Street Fighter comics). Easyfinder, Vol. 506.",
"Massey, D. (1998) \"The Spatial Construction of Youth Cultures,\" In T Skelton and G. Valentine (Eds) Cool Places: Geographies of Youth Cultures. London and New York: Routledge.",
"Newman, James (July 2002) \"The Myth of the Ergodic Videogame,\" Games Studies, Vol. 2, Issue 1.",
"Ng, Benjamin Wai-ming Ng. (2001) \"Japanese Videogames in Singapore: History, Culture and Industry,\" Asian Journal of Social Science. Netherlands: Brill. Vol. 29, No.1.",
"Roberston, Roland (1995) \"Glocalization: Time-Space and Homogeneity-Heterogeneity.\" In Mike Featherstone, Scott Lash, and Roland Robertson (Eds.) Global Modernities. London: Sage.",
"Situ, Jianqian (1993) \"Preface,\" Supergod: Cyber Weapon. Hong Kong: Freeman Press.",
"So, Tin-fai (2002) Internet Dictionary. Hong Kong: PC User.",
"Tam, Wai-lok (2001) Japanese Video Games in Hong Kong: A Study of Subordinate Males as Consumers. MA thesis, Department of Japanese Studies, National University of Singapore.",
"Tomlinson, John (1997) \"Cultural Globalization and Cultural Imperialism,\" In A. Mohamadi (Ed.) International Communication and Globalization: A Critical Introduction. London: Sage.",
"Wong Hingyu (1 December 2004) \"The Strongest Underground Combat Game Organization,\" Eastfinder, Vol. 671"
]
},
{
"title": "The Games Economists Play - Implications of Economic Game Theory for the Study of Computer Games",
"url": "http://gamestudies.org/0601/articles/heide_smith",
"author": "Jonas Heide Smith",
"volume": "6",
"issue": "1",
"date": "December 2006",
"citations": [
"Axelrod, Robert. (1984). The Evolution of Co-Operation. London: Penguin Books.",
"Bartle, Richard. (1996). Hearts, Clubs, Diamonds, Spades: Players Who Suit Muds. Website. Retrieved November 27, 2003, http://www.mud.co.uk/richard/hcds.htm",
"Battle.net. (2003 September 30). Starcraft, Diablo Ii, and Warcraft Iii Accounts Closed. Website. Battle.net. Retrieved November 14, 2003, http://www.battle.net/news/0309.shtml",
"Camerer, Colin F. (2003). Behavioral Game Theory: Experiments in Strategic Interaction. Princeton: Princeton University Press.",
"Dawes, Robyn M., and David M. Messick. (2000). \"Social Dilemmas.\" International Journal of Psychology 35, 2, 111-16.",
"Dibbell, Julian. (1999). My Tiny Life. London: Fourth Estate.",
"Donath, Judith S. (1999). \"Identity and Deception in the Virtual Community.\" Communities in Cyberspace. Ed. Peter & Smith Kollock, Marc. New York: Routledge.",
"dustin_c1. (2003 October 13). Esonline - First Look. Website. MrFixitOnline. Retrieved November 27, 2003. http://www.mrfixitonline.com/aom-esopreview.asp.",
"Foo, Chek Yang. (2004). \"Redefining Grief Play.\" Other Players - a conference on multiplayer phenomena. Eds. Jonas Heide Smith and Miguel Sicart. Copenhagen.",
"Frank, Robert H. (1988). Passions within Reason - the Strategic Role of the Emotions. New York: W. W. Norton & Company.",
"Friedl, Markus. (2003). Online Game Interactivity Theory. Hingham: Charles River Media, Inc.",
"Hardin, Garrett. (1968). \"The Tragedy of the Commons.\" Science 162, 1243-48.",
"Hobbes, Thomas. (1651/ 1997). Leviathan - or the Matter, Forme and Power of a Commonwealth Ecclesiasticall and Civil. New York: Touchstone.",
"Juul, Jesper. (2003). \"The Repeatedly Lost Art of Studying Games - Review of Elliott M. Avedon & Brian Sutton-Smith (Ed.): The Study of Games.\" Game Studies 1, 1.",
"Koivisto, Elina M. I. (2003). \"Supporting Communities in Massively Multiplayer Online Role-Playing Games by Game Design.\" Level Up - Digital Games Research Conference. Eds. Marinka Copier and Joost Raessens. Utrecht: Utrecht University.",
"Kollock, Peter (1998). \"Social Dilemmas: The Anatomy of Cooperation.\" Annual Review of Sociology. 24,183-214.",
"Kollock, Peter, and Marc Smith. (1996). \"Managing the Virtual Commons - Cooperation and Conflict in Computer Communities.\" Computer-Mediated Communication: Linguistic, Social, and Crosscultural Perspectives. Ed. Susan C. Herring. Amsterdam: John Benjamin.",
"Mateas, Michael. (2003). \"Expressive Ai:Games and Artificial Intelligence.\" Level Up - Digital Games Research Conference 2003. Eds. Marinka Copier and Joost Raessens. Utrecht: Utrecht University Press.",
"Morningstar, Chip, and F. Randall Farmer. (2003). \"The Lessons of Lucasfilm's Habitat.\" The New Media Reader. 1991. Eds. Noah Wardrip-Fruin and Nick Montfort. Cambridge: The MIT Press.",
"Neumann, John von, and Oskar Morgenstern. (1944/ 1953). Theory of Games and Economic Behaviour. Princeton: Princeton University Press.",
"Ostrom, Elinor. (1990). Governing the Commons - the Evolution of Institutions for Collective Action. New York: Cambridge University Press.",
"Poundstone, William. (1992). Prisoner's Dilemma. New York: Anchor Books.",
"Rollings, Andrew, and Ernest Adams. (2003). Andrew Rollings and Ernest Adams on Game Design. Boston: New Riders Publishing.",
"Rollings, Andrew, and Dave Morris. (2000). Game Architecture and Design. Scottsdale: Coriolis.",
"Salen, Katie, and Eric Zimmerman. (2003). Rules of Play - Game Design Fundamentals. London: The MIT Press, 2003.",
"Smith, Adam. (1993). An Enquiry into the Nature and Causes of the Wealth of Nations. 1776. Oxford: Oxford University Press.",
"Smith, Anna DuVal. (1999). \"Problems of Conflict Management in Virtual Communities.\" Communities in Cyberspace. Eds. Marc A. Smith and Peter Kollock. London: Routledge.",
"Smith, Jonas Heide. (2002). \"The Architectures of Trust - Supporting Cooperation in the Computer-Supported Community.\" MA Thesis. University of Copenhagen.",
"Smith, Jonas Heide. (2003 September 11). Avatars You Can Trust - a Survey on the Issue of Trust and Communication in Mmorpgs. Retrived November 10, 2003, http://www.game-research.com/art_avatars_trust.asp.",
"Smith, Jonas Heide. (2004).\"Playing Dirty - Understanding Conflicts in Multiplayer Games.\" 5th annual conference of The Association of Internet Researchers. The University of Sussex.",
"Ward, Mark. (2003 September 29). Does Virtual Crime Need Real Justice? Retrieved November 11, 2003, http://news.bbc.co.uk/1/hi/technology/3138456.stm.",
"1) One might add that such situations of interpersonal uncertainty may serve to inspire communication, something many players enjoy (Smith, 2002), as players look for cues of trustworthiness (or the opposite) in each other.",
"2) The example with the time delays in banks highlights an important feature of strategic impotence, namely communication. For a time delay system to work preventively, potential bank robbers must be made aware that it has been installed. Similarly, Bob will not benefit from his tearing off his steering wheel if Alice does not see it. Examples of such behaviour in drama and in real life are legion. One should not, the saying goes, burn one's bridges but that is exactly what strategically limiting one's options is all about. For a thorough treatment of the phenomenon as it applies to social behaviour see (Frank, 1988).",
"3) Although legal rights of avatars are attracting attention few systematic academic accounts of grief play exist. Popular accounts however are available in abundance. On 30 September 2003 for instance, Blizzard banned more than 400,000 game accounts from their Battle.net (Battle.net). The day before BBC News Online reported on the rise of in-game crime in MMORPGs (Ward, 2003).",
"4) It should be noted that Axelrod's analysis to some degree depends on the setup of his experiment and that the analysis is not undisputed.",
"5) Similarly, since users of Ebay.com rate each other after an interaction a blank (unrated) profile could mean either that one is facing an innocent new user or someone trying to run from a bad reputation by discarding an old profile.",
"6) Though no systematic account has been published, such problems have been reported (e.g. (dustin_c1).",
"7) While doing away with trust deficits this heavy-handed approach might of course have introduced other problems in the areas of interface design etc."
]
},
{
"title": "Victorian Snakes? Towards A Cultural History of Mobile Games and the Experience of Movement",
"url": "http://gamestudies.org/0601/articles/parikka_suominen",
"author": "Jussi Parikka, Jaakko Suominen",
"volume": "6",
"issue": "1",
"date": "December 2006",
"citations": [
"Aarseth, E. (2001), \"Allegories of Space. The Question of Spatiality in Computer Games.\" In: Markku Eskelinen & Raine Koskimaa (eds), CyberText Yearbook 2000. . Publications of the Research Centre for Contemporary Culture. University of Jyväskylä: Jyväskylä.",
"Benjamin, W. (1969). \"On Some Motifs in Baudelaire.\" In: Illuminations. New York: Schocken Books. (Orig. 1939).",
"Bolter, J.D. & Grusin, R. (2000). Remediation. Understanding New Media. Cambridge (Massch.) & London: The MIT Press.",
"Braudel, F. (1997). Les Ambitions de l'Histoire. Paris: Éditions de Fallois.",
"Burnham, V. (2001). Supercade. A Visual History of the Videogame Age 1971-1984. Cambridge, Massachusetts: The MIT Press.",
"Crary, J. (1990). Techniques of the Observer: On Vision and Modernity in the Nineteenth Century. Cambridge (Mass.) & London: The MIT Press.",
"Crary, J. (2001). Suspensions of Perception. Attention, Spectacle, and Modern Culture. Cambridge (Mass.) & London: The MIT Press.",
"Crary, J. (2002). \"Géricault, the Panorama, and Sites of Reality in the Early Nineteenth Century.\"",
"Grey Room 09, Fall 2002, pp. 5-25.",
"DeMaria, R. & Wilson, J. L. (2002). High Score! The Illustrated History of Electronic Games. New York: McGraw-Hill/Osborne.",
"Eales, R.(1985). Chess. The History of a Game. New York and Oxford: Facts On File Publications.",
"Edwards, P. N. (1996). The Closed World. Computers and the Politics of Discourse in Cold War America. Cambridge, Massachusetts & London: The MIT Press.",
"Edwards, P. N. (2001). \"Making History: New Directions in Computer Historiography.\" IEEE",
"Annals of the History of Computing 23(2001): 1, 86-88.",
"Elsaesser, T. (2004). \"The New Film History as Media Archaeology.\" Cinémas, vol. 14, 2-3, Spring 2004, Retrieved February 25, 2005, [www.erudit.org/revue/cine/2004/v14/n2-3/index.htm].",
"Flichy, P. (1995). Dynamics of Modern Communication. The Shaping and Impact of New Communication Technologies. Translated by Liz Libbrecht. London: Sage.",
"Foucault, M. (1994). The Order of Things. An Archaeology of the Human Sciences. New York: Vintage Books. (Orig. 1966).",
"Foucault, M. (1998). \"Nietzsche, Genealogy, History.\" In: Essential works of Foucault 1954-1984, vol. 2, Aesthetics. Edited by James D. Faubion. London: Penguin Books.",
"Friedberg, A. (1993). Window Shopping. Cinema and the Postmodern. Berkeley: University of California Press.",
"Ganivet, A. (1964). Suomalaiskirjeitä. Kirj. Angel Ganivet Helsingistä vv. 1896-97. Suom., esitellyt ja selittänyt Kaarle Hirvonen. Helsinki: WSOY.(Orig. Ganivet, Ángel (1920) Cartas finlandesas / por Angel Ganivet. 2. ed. Libreria General de Victoriano Suárez: Madrid.)",
"Gitelman, L. & Pingree, G.B. (eds.) (2003). New Media, 1740-1915. Cambridge (Massch.) & London: The MIT Press.",
"Haddon, L. (1993). \"Interactive Games.\" In: Philip Hayward & Tana Wollen (eds.), Future Visions. New Technologies of the Screen. London: BFI Publishing.",
"Herz, J.C. (1997). Joystick Nation. How Videogames Gobbled Our Money, Won OurHearts and Rewired Our Minds. London: Abacus.",
"Hughes, T. P. (1989). American Genesis. A Century of Invention and Technological Enthusiasm 1870-1970. New York: Viking.",
"Huhtamo, E. (1995). \"Armchair Traveller on the Ford of Jordan. The Home, The Stereoscope and the Virtual Voyager.\" Mediamatic. Retrieved October 6, 2006, [www.mediamatic.net/article-5910-en.html].",
"Huhtamo, E. (1997). \"From Kaleidoscomaniac to Cybernerd: Notes Toward an Archaeology of the Media.\" Leonardo, vol. 30, 3/1997.",
"Huhtamo, E. (2005a). \"Slots of Fun, Slots of Trouble. An Archaeology of Arcade Gaming.\" In: Joost Raessens & Jeffrey Goldstein (eds), Handbook of Computer Games Studies. Cambridge, MA: MIT Press.",
"Huhtamo, E. (2005b). \"Pockets of Plenty. An Archaeology of Mobile Media.Unpublished article manuscript. An earlier version presented at the ISEA 2004 Conference.",
"Järvinen, A. (2001). \"Quake® goes the environment: game aesthetics and archaeologies.\" Digital Creativity, Vol. 12, 2/2001.",
"Kent, S. L. (2001). The Ultimate History of Video Games. From Pong to Pokémon and Beyond… Roseville, California: Prima Publishing.",
"Kittler, F. (1990). Discourse Networks 1800/1900. Transl. Michael Metteer, with Chris Cullens. Stanford, California: Stanford University Press.",
"Kopomaa, T. (2000). The City in Your Pocket. Birth of the Mobile Information Society. Helsinki: Gaudemus.",
"La Nature, Revue des Sciences, (1874) \"Telegraphe de poche.\" La Nature, Deuxième année, deuxième semestre : n° 53 à 78.",
"Lai, C. (2000). \"Braudel's Concepts and Methodology Reconsidered.\" The European Legacy. Vol. 5, No. 1, pp. 65-86.",
"Levy, S. (1984/1994). Hackers. Heroes of the Computer Revolution. New York: Delta.",
"Manovich, L. (2001). The Language of New Media. Cambridge (Massch.) & London: The MIT Press.",
"Mattelart, A. (2001). Histoire de la société de l'information. Paris: La Découverte.",
"May, H. & Hearn, G. (2005). \"The Mobile Phone as Media.\" International Journal of Cultural Studies, volume 8(2), pp. 195-211.",
"MGAIN. (2003a). Mobile Entertainment in Europe: Current State of the Art, MGAIN-project Deliverable D.3.1.1., 2003. Retrieved October 6, 2006. [www.knowledge.hut.fi/projects/mgain/MGAIN-wp3-d311-delivered2.pdf].",
"MGAIN. (2003b). Mobile Entertainment Concepts and Culture. MGAIN-project Deliverable D.3.2.1., 2003.",
"MGAIN. (2003c). D.8.2.2. Mobile Entertainment: Challenges and Possibilities, MGAIN-project Deliverable D.8.2.2., 2003.",
"Misa, T. M. (2003). \"The Compelling Tangle of Modernity and Technology.\" In: Thomas J. Misa, Philip Brey & Andrew Feenberg (eds), Modernity and Technology. MIT Press, Cambridge, Massachusetts, London, England.",
"Murphie, A. & Potts, J. (2003). Culture & Technology. New York: Palgrave McMillan.",
"N-Gage. (2003). What is N-Gage? Press Release. Retrieved October 4, 2006. [www.n-gage.com/downloads/press/presskit/ngage_press-whatisngage.pdf].",
"Newman, J. (2003). Videogames. London: Routledge.",
"Parikka, J. (2006). \"Control and Accident: Images of Thought in the Age of Cybernetics.\" NMEDIAC - The Journal of New Media and Culture. Forthcoming. [www.ibiblio.org/nmediac/].",
"Pias, C. (2002). Computer Spiel Welten. München: Sequenzia Verlag.",
"Plant, S. (2001). On the mobile. The effects of mobile telephones on social and individual life. A report for Motorola. Retrieved October 4, 2006 [www.motorola.com/mot/doc/0/234_MotDoc.pdf#search=%22sadie%20plant%20on%20the%20mobile%22].",
"Punt, M. (1995). \"The Elephant, The Spaceship and the White Cockatoo: An Archaeology of Digital Photography.\" In: Martin Lister (ed.), The Photographic Image in Digital Culture. London: Routledge.",
"Reed, K. (2004). \"Nintendo Unveils Dual Screen Handheld.\" Gamesindustry.biz 21.1.2004. Retrieved October 4, 2006. [www.gamesindustry.biz/content_page.php?section_name=pub&aid=2847].",
"Revel, J. (2002). Le vocabulaire de Foucault. Paris: Ellipses.",
"Richardson, I. (2005). \"Mobile Technosoma: some phenomenological reflections on itinerant media devices.\" Fibreculture, issue 6. Retrieved October 4, 2006. [journal.fibreculture.org/issue6/issue6_richardson.html].",
"Rinne, M. (2001). Aseman kello löi kolme kertaa. Suomen rautateiden kulttuurihistoriaa. Helsinki: Otava.",
"Saarikoski, P. (2004). Koneen lumo. Mikrotietokoneharrastus Suomessa 1970-luvulta 1990-luvun puoliväliin. Publications of the Research Centre for Contemporary Culture 83. Jyväskylä: University of Jyväskylä.",
"Schivelbusch, W. (1977). Geschichte der Eisenbahnreise. Zur Industrialisierung von Raum und Zeit om 19. Jahrhundert. München, Wien: Hanser Verlag.",
"Seppänen, L. (2001). \"Designing Mobile Games for WAP.\" Gamasutra. Retrieved October 4, 2005, [www.gamasutra.com/resource_guide/20010917/seppanen_pfv.htm].",
"Sotamaa, O. (2002). \"All The World's A Botfighters Stage: Notes on Location-Based Multi-User Gaming.\" In: Frans Mäyrä (ed.), Computer Games and Digital Cultures: Conference Proceedings. Tampere: Tampere University Press.",
"Spigel, L. (2001). Welcome to the Dreamhouse. Popular Media and Postwar Suburbs. Durham and London: Duke University Press.",
"Standage, T. (2000). The Victorian Internet. London: Phoenix.",
"Suominen, J. (2003). \"Liikkeelle vai liikkeestä pois? Mobiilipelejä luokittelemassa.\" WiderScreen 2-3/2003. Retrieved October 4, 2006. [www.widerscreen.fi/2003/2-3/liikkeelle_vai_liikkeesta_pois_mobiilipeleja_luokittelemassa.htm].",
"Tesla, N. (1908). \"The Future of the Wireless Art.\" In: Wireless Telegraphy & Telephony. Walter W. Massie & Charles R. Underhill, pp. 67-71. Retrieved October 4, 2006, [www.tfcbooks.com/tesla/wireless03.htm].",
"Tweedie, Mrs. A. (1995). Matkalla Suomessa 1896. Second Edition (Orig. Through Finland in Carts. London 1897). Translated by Aarne T. K. Lahtinen. Helsinki: Otava.",
"Weber, H. (2002). \"Negotiating Mobile Consumption: Images, Meanings and User Practices of 20th century Portables.\" Presentation at the SHOT Conference, Toronto, 18.10.2002.",
"Weber, H. (2004). \"Portable audio equipment of the 80s in urban and domestic spaces: Walkmans and Ghetto Blasters as mobile listening tools.\" Paper draft based on presentation at the SHOT conference 2004 in Amsterdam.",
"Zielinski, S. (1999). Audiovisions. Cinema and Television as Entr'actes in History. Amsterdam: Amsterdam University Press.",
"Zielinski, S. (2002). Archäologie der Medien. Zur Tiefenzeit des technischen Hörens und Sehens. Hamburg: Rowohlt."
]
},
{
"title": "Game analysis: Developing a methodological toolkit for the qualitative study of games",
"url": "http://gamestudies.org/0601/articles/consalvo_dutton",
"author": "Mia Consalvo, Nathan Dutton",
"volume": "6",
"issue": "1",
"date": "December 2006",
"citations": [
"Aarseth, Espen. (2003). Playing research: Methodological approaches to game analysis. Paper presented at the Melbourne, Australia DAC conference, May 2003.",
"Banks, John. (1998). Controlling gameplay. M/C: A journal of media and culture, 1(5). Accessed online at http://www.uq.edu.au/mc/9812/game.html",
"Brooker, Will. (2001). The many lives of the Jetman: A case study in video game analysis. Intensities: The journal of cult media, 2. Accessed online at http://www.cult-media.com/issue2/Abrook.htm",
"Friedman, Ted. (1995). Making sense of software: Computer games and interactive textuality. In Steve Jones (Ed.), Cybersociety: Computer-mediated communication and community, pp. 73-89. Thousand Oaks: Sage.",
"Fuller, Mary & Jenkins, Henry. (1995). Nintendo and new world travel writing: A dialogue. In Steve Jones (Ed.), Cybersociety: Computer-mediated communication and community, pp. 57-72. Thousand Oaks: Sage.",
"Heintz-Knowles, Katie and Henderson, Jennifer. (2002). Gender, violence and victimization in top-selling video games. Paper presented at the annual meeting of the Association for Education in Journalism and Mass Communication, August.",
"Herring, Susan. (2004). Online communication: Through the lens of discourse. In Mia Consalvo, Nancy Baym, Jeremy Hunsinger, Klaus Bruhn Jensen, John Logie, Monica Murero, and Leslie Regan Shade (Eds.), Internet Research Annual Volume 1: Selected papers from the Association of Internet Researchers conferences 2000-2002. New York: Peter Lang.",
"Juul, Jesper. (2000). What computer games can and can't do. Paper presented at the Digital Arts and Culture conference in Bergen, Norway, November. Available online at http://www.jesperjuul.dk.",
"Kennedy, Helen. (2002). Lara Croft: Feminist icon or cyberbimbo? On the limits of textual analysis. Game studies, 2 (2). Available online at http://www.gamestudies.org/0202/kennedy/",
"Kinder, Marsha. (1991). Playing with power in movies, television and video games: From Muppet Babies to Teenage Mutant Ninja Turtles. Berkeley: University of California Press.",
"Konzack, Lars. (2002). Computer game criticism: A method for computer game analysis. Proceedings of the Computer Games and Digital Culture conference, Tampere, Finland, 2002.",
"Krzywinska, Tanya. (2003). Playing Buffy: Remediation, occulted meta-game-physics and the dynamics of agency in the videogame version of Buffy the Vampire Slayer. Slayage: The online international journal of Buffy studies, 8. Accessed online at http://www.slayage.tv/essays/slayage8/Krzywinska.htm",
"Laurel, Brenda. (1990). The art of human-computer interface design. Reading, MA: Addison Wesley.",
"Media Analysis Laboratory. (1998). Video game culture: Leisure and play preferences of B.C. teens. Media awareness network. Available online at http://www.media-awareness.ca/",
"Miklaucic, Shawn. (2001). Virtual real(i)ty: Simcity and the production of urban cyberspace. Game research: The art, business and science of computer games. Available online at http://www.game-research.com/art_simcity.asp",
"Okorafor, Nnedimma, and Davenport, Lucinda. (2001). Virtual women: Replacing the real. Paper presented at the annual conference of the Association for Education in Journalism and Mass Communication, Washington, DC.",
"Oksman, Virpi. (2002). \"So I got it into my head that I should set up my own stable'... Creating virtual stables on the Internet as girls' own computer culture. In Mia Consalvo and Susanna Paasonen (Eds.), Women and everyday uses of the Internet: Agency and identity, pp. 191-210. New York: Peter Lang.",
"Ow, Jeffrey. (2000). The revenge of the yellowfaced cyborg: The rape of digital geishas and the colonization of cyber-coolies in 3D Realms' Shadow Warrior. In Beth Kolko, Lisa Nakamura & Gilbert Rodman (Eds.), Race in cyberspace, pp. 51-68. New York: Routledge.",
"Poblocki. (2002). Becoming state: The bio-cultural imperialism of Sid Meier's Civilization. Focaal: European journal of anthropology, 39, pp. 163-177.",
"Poster, Jamie. (2002). Trouble, pleasure and tactics: Anonymity and identity in a lesbian chat room. In Mia Consalvo and Susanna Paasonen (Eds.), Women and everyday uses of the Internet: Agency and identity. New York: Peter Lang, pp. 230-252.",
"Provenzo, Eugene. (1991). Video kids: Making sense of Nintendo. Cambridge, MA: Harvard University Press.",
"Schott, Gareth and Horrell, Kirsty. (2000). Girl gamers and their relationship with the gaming culture. Convergence 6 (4), pp. 36-53",
"Sherry, John, Curtis, John, and Sparks, Glenn. (2003). Arousal transfer or desensitization? A comparison of mechanisms underlying violent video game effects. Available online at http://web.ics.purdue.edu/~sherryj/videogames/papers.htm",
"Sherry, John, Lucas, Kristen, Rechtsteiner, Stephany, Brooks, Christi, and Wilson, Brooke. (2001). Video game uses and gratifications as predictors of use and game preference. Paper presented at the annual conference of the International Communication Association, May.",
"Wright, Talmadge, Breidenbach, Paul and Boria, Eric. (2002). Creative Player Actions in FPS Online Video Games: Playing Counter-Strike. Game Studies, 2 (2). Available online at http://www.gamestudies.org/0202/wright/",
"Yates, Simeon and Littleton, Karen. (2001). Understanding computer game cultures: A situated approach. In Eileen Green & Alison Adam (Eds.), Virtual gender: Technology, consumption and identity, pp. 103-123. London: Routledge."
]
},
{
"title": "The Playful and the Serious: An approximation to Huizinga's Homo Ludens",
"url": "http://gamestudies.org/0601/articles/rodriges",
"author": "Hector Rodriguez",
"volume": "6",
"issue": "1",
"date": "December 2006",
"citations": [
"Andreotti, L. (2002). \"Architecture and Play\", in Tom McDonough (ed.). Guy Debord and the Situationist International. The MIT Press, Cambridge, Massachusetts.",
"Apter, M. (1991). \"A Structural Phenomenology of Play,\" in M. J. Apter and John Kerr (eds). Adult Play. Swets and Zeitlinger, Amsterdam.",
"Blast Theory (2001). Can You See Me Now?, http://www.blasttheory.co.uk/bt/work_cysmn.html.",
"Bogost, I. (2006). Unit Operations : An Approach to Videogame Criticism. The MIT Press, Cambridge.",
"Bracken, L. (1997). Guy Debord-Revolutionary. Feral House, Venice, California.",
"Brotchie, A., and Gooding, M. (2001). Surrealist Games, Shambhala, Boston.",
"Caillois, R. (1962). Man, Play, and Games. Thames and Hudson, London.",
"Crawford, C. (2003). Chris Crawford on Game Design, New Riders, Indianapolis.",
"Frasca, G. (2006). \"Serious Games and the Japanese Toilet\", Serious Game Source. http://seriousgamessource.com/features/feature_050206_japanese_toilet.php",
"Fullerton, T., Swain, C., and Hoffman, T. (2004). Game Design Workshop, CMP Books, San Francisco.",
"Gadamer, H.G. (). Truth and Method. New York: Crossroad, 1989.",
"Godfrey, T. (1998). Conceptual Art. Phaidon, London.",
"Higgins, D. (1984). Horizons : the Poetics and Theory of the Intermedia. Southern Illinois University Press, Carbondale.",
"Higgins, D. (1999). \"Fluxus: Theory and Reception,\" in Friedman, K. (ed.). The Fluxus Reader. Academy Editions, Chichester.",
"Hoffmann, J. and Jonas, J. (2005). Perform. Thames and Hudson, London.",
"Hussey, A. (2002). The Game of War: The Life and Death of Guy Debord. Pimlico, London.",
"Huizinga, J. (1955, originally published in 1938). Homo Ludens: A Study of the Play Element in Culture. Beacon Press, Boston.",
"Jappe, A. (1999). Guy Debord. University of California Press, Los Angeles.",
"Kaprow, A. (1993). Essays on the Blurring of Art and Life. University of California Press, Berkeley and Los Angeles.",
"Knabb, K. (1981), Situationist International Anthology. Bureau of Public Secrets, Berkely, California.",
"Kubisch, C. (no date). \"Works with Electromagnetic Induction\" http://www.christinakubisch.de/english/klangundlicht_frs.htm.",
"Laclos, P. Choderlos de (1995). Les liaisons dangereuses. Oxford University Press, Oxford. Originally published in 1782.",
"Latour, B. (1999). Pandora's Hope: Essays on the Reality of Science Studies. Harvard University Press, Cambridge and London.",
"Matthews H., and Brotchie, A. (1998). Oulipo Compendium. Atlas Press, London.",
"Montola, M. (2005). \"Exploring the Edge of the Magic Circle. Defining Pervasive Games,\" DAC 2005 conference, December 1.-3. IT University of Copenhagen.",
"Sadler, S. (1998). The Situationist City. The MIT Press, Cambridge and London.",
"Salen, K. and Zimmerman, E. (2004) Rules of Play: Game Design Fundamentals. The MIT Press, Cambridge and London.",
"Seaman, B. (2001). \"Oulipo | vs | Recombinant Poetics\". Leonardo 34:5 (October), 423-430.",
"Shield, P. (2002). \"An Artist's World-View: The Writings of Asger Jorn,\" in Mayo, N. (ed). Asger Jorn. Fundacio Antoni Tapies, Barcelona.",
"Sutton-Smith, B. (1997). The Ambiguity of Play, Harvard University Press, Cambridge, Massachusetts.",
"Theweleit, K. (1987). Male Fantasies translated by Stephen Conway. University of Minnesota Press, Minneapolis."
]
},
{
"title": "Myths, Monsters and Markets: Ethos, Identification, and the Video Game Adaptations of The Lord of the Rings",
"url": "http://gamestudies.org/0701/articles/wallin",
"author": "Mark Rowell Wallin",
"volume": "7",
"issue": "1",
"date": "August 2007",
"citations": [
"Bennett, D. (2003). Review of \"The Hobbit\". Gamespy. Retrieved August 9, 2004.",
"Black Label Games. (2002). Lord of the Rings: The Fellowship of the Ring. New York: Vivendi Universal Games.",
"Bolter, J. D. & Grusin, R. (1999) Remediation: Understanding New Media. Cambridge: MIT Press.",
"Boyens, P. (2002). Audio Commentary Track [Lord Of the Rings: The Fellowship of the Ring, Special Extended Edition]. New Line Cinema.",
"Burke, K. (1989). In Gusfield J. R. (Ed.), On Symbols and Society. Chicago: University of Chicago Press.",
"Cervantes, M. (2003). Review of “Lord of the Rings: War of the Rings.” Game Chronicles. Retrieved August 10, 2004.",
"Electronic Arts. (2004). Lord of the Rings: The Return of the King. Redwood City: EA Games",
"Electronic Arts. (2002). Lord of the Rings: The Two Towers. Redwood City: EA Games",
"Jackson, P. (2002). Lord of the Rings: The Fellowship of the Ring. Special Extended DVD Edition. New Line Entertainment, Inc.",
"Jackson, P. (2004). Lord of the Rings: The Return of the King. Special Extended DVD Edition. New Line Entertainment, Inc.",
"Jackson, P. (2003). Lord of the Rings: The Two Towers. Special Extended DVD Edition. New Line Entertainment, Inc.",
"Jenkins, H. (2004). Game Design as Narrative Architecture. Electronic Book Review, 3. Retrieved August 7, 2004.",
"Liquid Entertainment (2004). War of the Ring. New York: Vivendi Universal Games.",
"Mende, L. A. (1986). Gondolin, Minas Tirith and the Eucatastrophe. Mythlore, 48, 37-40.",
"Muckelbacheur, John. (2003) Imitation and Invention in Antiquity: An Historical-Theoretical Revision Rhetorica: A Journal of the History of Rhetoric. 21/2. 61-88",
"Paul, U. (2003). Review of \"The Hobbit\". Gamezone Online, Retrieved August 9, 2004.",
"Reed, K. (2002). Review of “Lord of the Rings: The Fellowship of the Ring.” Eurogamer. Retrieved August, 10 2004",
"Sarris, A. (1962). Notes on the Auteur Theory in 1962. Film Culture, 27, 1-8.",
"Sierra Entertainment (2003). The Hobbit. New York: Vivendi Universal Games.",
"Steinberg, S. (2002). Review or “Lord of the Rings: Fellowship of the Ring”. Gamespy, 20. Retrieved August 10 2004.",
"Tolkien, J. R. R. (1983). On Fairy-Stories. In C. Tolkien (Ed.), The Monsters and the Critics and Other Essays. (pp. 109-161). London: George Allen and Unwin. Tolkien, J. R. R. (1990). The Lord of the Rings (One Volume Edition ed.). London: Grafton."
]
},
{
"title": "Narrative, Games, and Theory",
"url": "http://gamestudies.org/0701/articles/simons",
"author": "Jan Simons",
"volume": "7",
"issue": "1",
"date": "August 2007",
"citations": [
"Aarseth, Espen (1997). Cybertext: perspectives on ergodic literature. Baltimore and London: The Johns Hopkins University Press.",
"Aarseth, Espen (2004). ‘Genre trouble: narrativism and the art of simulation.” First person: new media as story, performance, and game. Ed. Noah Wardrip-Fruin & Pat Harrigan. Cambridge: The MIT Press.",
"Atkins, Barry (2003). More than a game: the computer game as fictional form. Manchester and New York: Manchester University Press.",
"Axelrod, Robert (1984). The evolution of cooperation. New York: Basic Books.",
"Barthes, Roland (1979). “Introduction to the structural analysis of narratives.” Image-music-text: essays selected and translated by Stephen Heath. London: Fontana Press.",
"Bolter, Jay David (1991). Writing space: the computer, hypertext, and the history of writing. Hillsdale, NJ: Lawrence Erlbaum.",
"Bordwell, David (1985). Narration in the fiction film. London: Methuen.",
"Branigan, Edward (1992). Narrative comprehension and film. London and New York: Routledge.",
"Branigan, Edward (2006). Projecting a camera: language games in film theory. New York: Routledge.",
"Caillois, Roger (1958). Les jeux et les hommes: le masque et le vertige. Paris: Nrf Gallimard.",
"Campbell, Joseph (1949). The hero with a thousand faces. Princeton: Princeton University Press.",
"Chatman, Seymour (1978). Story and discourse: narrative structure in fiction and film. Ithaca and London: Cornell University Press.",
"Costikyan, Greg (1994) ‘I have no words & I must design’, in: Interactive Fantasy #2, available on: http://www.costik.com/nowords.html . Retrieved February 28, 2006.",
"Danto, Arthur C. (1985). Narration and knowledge (including the integral text of Analytical philosophy of history) New York: Columbia University Press.",
"Davis, Morton D. (1997). Game theory: a nontechnical introduction. Mineola, NY: Dover Publications.",
"Dresher, M. (1961). The Mathematics of Games of Strategy: Theory and Applications Englewood Cliffs, NJ: Prentice-Hall.",
"Eskelinen, Markku (2001). ‘The gaming situation,’ in Game Studies Vol. 2 Issue 1, July 2001. http://www.gamestudies.org. Retrieved March 22, 2006.",
"Eskelinen, Markku (2004). “Towards computer game studies.” First person: new media as story, performance, and game. Ed. Noah Wardrip-Fruin & Pat Harrigan. Cambridge, Ma.: The MIT Press.",
"Ferguson, Niall (ed.) (1997). Virtual history: alternatives and counterfactuals. New York: Basic Books.",
"Frasca, Gonzalo (1999). “Ludology meets narratology: similitude and differences between (video)games and narrative.” Ludology.org: video game theory. www.ludology.org. Retrieved March 23, 2006.",
"Frasca, Gonzalo (2003a). “Ludologists love stories, too: notes from a debate that never took place.” Level-up: Digital Games Research Conference. Ed. Marinka Copier & Joost Raessens. Utrecht: Utrecht University.",
"Frasca, Gonzalo (2003b). ‘Simulation versus narrative.’ The video game theory reader. Ed. Mark Wolf & Bernard Perron. New York and London: Routledge.",
"Genette, Gérard (1969). Figures II. Paris: Éditions du Seuil.",
"Genette, Gérard (1972). Figures III. Paris: Éditions du Seuil.",
"Genette, Gérard (1983). Nouveau discours du récit. Paris: Éditions du Seuil.",
"Gibbons, Robert (1992). A primer in game theory. Harlow: Prentice Hall.",
"Greimas, A.J. (1966). Sémantique structurale: recherché de méthode. Paris: Librairie Larousse.",
"Greimas, Algirdas Julien & Joseph Courtés (1979). Sémiotique: Dictionnaire Raisonné de la Théorie du Langage. Paris: Hachette Université.",
"Heide Smith, Jonas (2006). “The games economists play - implications of economic game theory for the study of computer games.” Game Studies, Vol. 6, Issue 6. Retrieved June 1, 2007.",
"Holland, John H. (1998). Emergence: from chaos to order. Cambridge, Ma: Perseus Books.",
"Huizinga, Johan (1997 [1938]), Homo ludens: proeve ener bepaling van het spelelement der cultuur. Amsterdam: Pandora.",
"Järvinen, Aki (2004). ‘A meaningful read: rules of play reviewed’. Game Studies. The International Journal of Computer Game Research. Vol. 4, Issue 1. November.",
"Jenkins, Henry (2004). “Game design as narrative architecture.” First person: new media as story, performance, and game. Ed. Noah Wardrip-Fruin & Pat Harrigan. Cambridge, Ma.: The MIT Press.",
"Juul, Jesper (2001). ‘Games telling stories? - A brief note on games and narratives,’ in Game Studies, Vol. 1 Issue 1, July 2001. http://www.gamestudies.org",
"Juul, Jesper (2003a). Half-real: video games between real rules and fictional worlds. (Ph.D. dissertation). Copenhagen: IT University of Copenhagen.",
"Juul, Jesper (2003b). “The game, the player, the world: looking for a heart of gameness.” Level-up: Digital Games Research Conference. Eds. Marinka Copier & Joost Raessens. Utrecht: Utrecht University.",
"Klastrup, Lisbeth (2003). ‘A poetics of virtual worlds’. MelbourneDAC 2003, http://hyprtext.rmit.edu.au/dac/papers/Klastrup.pdf.",
"Landow, George P. (ed.) (1994). Hyper/text/theory. Baltimore: The Johns Hopkins University Press.",
"Martin, Wallace (1986). Recent theories of narrative. Ithaca and London: Cornell University Press.",
"Mateas, Michael (2004). ‘A preliminary poetics for interactive drama and games,’ First person: new media as story, performance, and game. Ed. Noah Wardrip-Fruin & Pat Harrigan. Cambridge: The MIT Press.",
"Maynard Smith, John (1982). Evolution and the theory of games. Cambridge: Cambridge University Press.",
"Mehlmann, Alexander (2000). The game’s afoot! Game theory in myth and paradox. Providence, Rhode Island: The American Mathematical Society.",
"Murray, Janet (1997). Hamlet on the Holodeck: the future of narrative in cyberspace. Cambridge, Ma: The MIT Press.",
"Murray, Janet (2004). “From Game-story to cyberdrama.” First person: new media as story, performance, and game. Ed. Noah Wardrip-Fruin & Pat Harrigan. Cambridge: The MIT Press.",
"Newman, James (2004). Videogames. London and New York: Routledge.",
"O’Neill, Patrick (1996). Fictions of discourse: reading narrative theory. Toronto: University of Toronto Press.",
"Osborne, Martin J. (2004). An introduction to game theory. New York and Oxford: Oxford University Press.",
"Pearce, Celia (2004). “Towards a game theory of game.” First person: new media as story, performance, and game. Ed. Noah Wardrip-Fruin & Pat Harrigan. Cambridge: The MIT Press.",
"Poundstone, William (1992). Prisoner’s dilemma: John von Neumann, game theory, and the puzzle of the bomb. New York: Anchor Books.",
"Propp, Vladimir (1970). Morphologie du conte. Paris: Éditions du Seuil.",
"Rorty, Richard (1989). Contingency, irony, and solidarity. Cambridge: Cambridge University Press.",
"Rorty, Richard M. (ed.) (1992 [1967]). The linguistic turn: essays in philosophical method (with two retrospective essays). Chicago and London: The University of Chicago Press.",
"Ryan, Marie-Laure (2001a). “Beyond myth and metaphor: the case of narrative in digital media.” Game Studies Vol. 1, Issue 1, July 2001. http://www.gamestudies.org.",
"Ryan, Marie-Laure (2001b). Narrative as virtual reality: immersion and interactivity in literature and electronic media. Baltimore and London: The Johns Hopkins University Press.",
"Salen, Katie and Eric Zimmerman (2004). Rules of play: game design fundamentals. Cambridge, Ma.: The MIT Press.",
"Searle, John (1969). Speech acts: an essay in the philosophy of language. Cambridge: Cambridge University Press.",
"Simons, Jan (2007). Playing the waves: Lars von Trier’s game cinema. Amsterdam: Amsterdam University Press.",
"Smith, Murray (1995). Engaging characters: fiction, emotion, and the cinema. Oxford, Uk: Clarendon Press.",
"Von Neumann, John & Oskar Morgenstern (1944). Theory of games and economic behavior. Princeton NJ: Princeton University Press.",
"White, Hayden (1987). The content of the form:narrative discourse and historical representation. Baltimore : The Johns Hopkins University Press.",
"Williams, J.D. (1982) [1954]. The compleat strategyst: being a primer on the theory of games of strategy. New York: Dover Publications.",
"Wolf, Mark J. P. (ed.) (1997). The medium of the video game. Austin: The University of Texas Press.",
"Wolf, Mark J.P. & Bernard Perron (eds.) (2003). The video game theory reader. New York and London: Routledge.",
"Zimmerman, Eric (2004). “Narrative, interactivity, play, and games: four naughty concepts in need of discipline.” First person: new media as story, performance, and game. Ed. Noah Wardrip-Fruin & Pat Harrigan. Cambridge: The MIT Press."
]
},
{
"title": "Tragedies of the ludic commons - understanding cooperation in multiplayer games",
"url": "http://gamestudies.org/0701/articles/smith",
"author": "Jonas Heide Smith",
"volume": "7",
"issue": "1",
"date": "August 2007",
"citations": [
"Bartle, Richard. 2003. Designing Virtual Worlds. Indianapolis: New Riders.",
"Foo, Chek Yang. 2004. Redefining Grief Play. Paper read at Other Players - a conference on multiplayer phenomena, at IT University of Copenhagen, Denmark.",
"Foo, Chek Yang, and Elina M.I. Koivisto. 2004. Defining Grief Play in MMORPGs: Player and Developer Perceptions. Paper read at International Conference on Advances in Computer Entertainment Technology (ACE 2004), at Singapore.",
"Gordon, H.S. 1954. The Economic Theory of a Common Property Resource: the Fishery. Journal of Political Economy.",
"Greenhill, Richard. 1997. Diablo, and Online Multiplayer Game's Future. GamesDomain, May.",
"Hardin, Garrett. 1968. The Tragedy of the Commons. Science 162:1243-1248.",
"Hobbes, Thomas. 1997. Leviathan �\" Or the Matter, Forme and Power of a Commonwealth Ecclesiasticall and Civil. New York: Touchstone. Original edition, 1651.",
"Hughes, Linda A. 1999. Children's Games and Gaming. In Children's Folklore, edited by B. Sutton-Smith, J. Mechling, T. W. Johnson and F. R. McMahon. Logan: Utah State University PRess.",
"Johnson, Steven. 2001. Emergence:The Connected Lives of Ants, Brains, Cities, and Software. London: Penguin Books.",
"Knights of the Force. 2006. Rules [Website] 2002 [cited 16 October 2006]. Available from http://www.angelfire.com/theforce/knights_of_the_force/Rules.html.",
"Koivisto, Elina M. I. 2003. Supporting Communities in Massively Multiplayer Online Role-Playing Games by Game Design. Paper read at Level Up - Digital Games Research Conference, at Utrecht.",
"Kollock, Peter. 1998. Social Dilemmas: The Anatomy of Cooperation. Annual Review of Sociology 24:183-214.",
"Meyerson, Debra, Karl E. Weick, and Roderick M. Kramer. 1996. Swift Trust in Temporary Groups. In Trust in Organizations - Frontiers of Theory and Research, edited by R. M. Kramer and T. R. Tyler. London: SAGE Publications.",
"Mulligan, Jessica, and Bridgette Patrovsky. 2003. Developing Online Games: An Insider's Guide. Indianapolis: New Riders.",
"Olson, Mancur. 1971. The Logic of Collective Action - Public Goods and the Theory of Groups. London: Harvard University Press. Original edition, 1965.",
"Ostrom, Elinor. 1990. Governing the Commons �\" The Evolution of Institutions for Collective Action. New York: Cambridge University Press.",
"Resnick, Paul, and Richard Zeckhauser. 2001. Trust Among Strangers in Internet Transactions: Empirical Analysis of eBay’s Reputation System. In Economics of the Internet and E-Commerce, edited by M. R. Baye. Amsterdam: Elsevier Science.",
"Smith, Jonas Heide. 2004. Playing Dirty - Understanding Conflicts in Multiplayer Games. Paper read at 5th annual conference of The Association of Internet Researchers, at The University of Sussex.",
"�\"�\"�\". 2006. The games economists play: implications of economic game theory for the study of computer games. Game Studies: The International Journal of Computer Game Research 6 (1).",
"�\"�\"�\". 2006. Plans and Purposes: How Videogame Goals Shape Player Behaviour. PhD dissertation, Center for Computer Games Research, IT University of Copenhagen, Copenhagen.",
"Sniderman, Stephen. 1999. Unwritten Rules. The Life of Games 1 (1):2-7.",
"Sony. Station.com Knowledge Base: Here is the solution: Star Wars Galaxies: How do I know if I am exploiting or not? 2004 [cited. Available from http://help.station.sony.com/esupport/esupport/consumer/esupport.asp?id=GUID2ca609ec%5Fb881%5F11d8%5Fbed2%5F080020fb302c&resource=&number=1&isExternal=0&nShowFacts=&nShowCause=&nShowChange=&nShowAddInfo=&activepage=statement.asp&bForceMatch=False&strCurrentSymptom=&searchtype=normal&searchclass=&bnewsession=false&selecttype=match.",
"Taylor, T.L. Forthcoming. Pushing the borders: Player participation and game culture. In Network_Netplay: Structures of Participation in Digital Culture. Durham: Duke University Press."
]
},
{
"title": "Dynamic Lighting for Tension in Games",
"url": "http://gamestudies.org/0701/articles/elnasr_niedenthal_knez_almeida_zupko",
"author": "Magy Seif El-Nasr, Simon Niedenthal, Igor Knez, Priya Almeida, Joseph Zupko",
"volume": "7",
"issue": "1",
"date": "August 2007",
"citations": [
"Artaud, Antonin (1977). The Theatre of Cruelty, from The Theatre and Its Double, John Calder Ltd, London.",
"Alton, J. (1995). Painting with Light. University of California Press, Berkeley.",
"Artaud, Antonin (1977). The Theatre and its Double. John Calder, Ltd., London.",
"Birn, J. (Ed.) (2000). Digital Lighting & Rendering. New Riders, Indianapolis.",
"Block, B. (2001). The Visual Story: Seeing the Structure of Film, TV, and New Media. Focal Press, New York.",
"Bordwell, D. and Thompson, K. (2001). Film Art: An Introduction. Mc Graw Hill, New York.",
"Boyce, P.R. (2003). Human Factors in Lighting. London: Taylor & Francis.",
"Bruce, V., Green, P. (1985). Visual Perception: Physiology, psychology and ecology. Hillsdale, New Jersey: Lawrence Erlbaum Associates, Publishers.",
"Brown, B. (1996). Motion Picture and Video Lighting. Focal Press, Boston.",
"Calahan, S. (1996). Storytelling through lighting: a computer graphics perspective. Siggraph Course Notes.",
"Campbell, D. (1999). Technical Theatre for Non-technical People. Allworth Press, New York City, NY.",
"Carson, D. (2000). Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry. Gamasutra, March 1st.",
"Cheshire, D. and Knopf, A. (1979). The Book of Movie Photography. Alfred Knopf, Inc., London.",
"Crowther, B. (1989). Film Noir: Reflections in a Dark Mirror. Continuum, New York.",
"Csikszentmihalyi, M. (1997). Creativity: Flow and the Psychology of Discovery and Invention. HarperPerennial, New York, NY.",
"Fay, T., Grigg, C., Land, M., O'Donnell, M., Schmidt, B. and Whitmore, G., 2004. Panel: The State of Non-Linear Audio for Interactive Media. Proceedings of the Game Developers Conference.",
"Glassman, A. and McCarthy, T. (1993). Visions of Light: The Art of Cinematography. DVD, Image Entertainment.",
"Gillette, J. M. (1998). Designing with Light. Mayfield, Mountain View, CA.",
"Hugdahl, K. (1996). Psychophysiology: The Mind-Body Perspective. Cambridge: Harvard, U.P.",
"Kelly, Michael (1998). The History of Aesthetics, from Encyclopedia of Aesthetics. Oxford University Press, New York.",
"Kirk, R.E. (1968). Experimental Design: Procedures for the Behavioral Sciences. Belmont, California: Brooks/Cole Publishing Company.",
"Knez, I., Niedenthal, S. (forthcoming). Lighting in Digital Game Worlds: Effects on Affect and Play Performance. forthcoming in CyberPsychology and Behavior.",
"Krakora, W. (2001). Vermeer: Master of Light Video Video. National Gallery of Art, Washington.",
"Knopf, D. C. a. A., (1979). The Book of Movie Photography. Alfred Knopf, Inc., London.",
"Kubovy, Michael (2000). Visual Aesthetics , from Kazdin, A. E. ed., Encyclopedia of Psychology, Oxford University Press, New York.",
"Lautern, G. (2002). Pleasure of the Playable Text: Towards an Aesthetic Theory of Computer Games, from Mäyrä, Frans, ed. Proceedings of the Computer Games and Digital Cultures Conference, June 6-8, 2002, Tampere, Finland.",
"Lindley, C. (2003). Game Taxonomies: A High Level Framework for Game Analysis and Design. Gamasutra. URL: www.gamasutra.com/features/20031003/ lindley_01.shtml. Accessed June 2007).",
"Lowell, R. (1992). Matters of Light and Depth. Lowel-light Manufacturing, Inc., New York.",
"MacEvoy, B. (2001). Light and the Eye, 2001. Handprint Media.",
"Manovich, L. (2001) The Language of New Media. MIT Press, Cambridge Ma.",
"Mateas, M. (2001). A Preliminary Poetics for Interactive Drama and Games. Digital Creativity, 12 (3), 2001. 140-152.",
"Millerson, G.(1991). The Technique of Lighting for Television and Film. Focus Press, Oxford.",
"Niedenthal, S. (submitted). Patterns of obscurity: Gothic setting and light in Resident Evil 4 and Silent Hill 2",
"Palmer, R. H. (1985). The Lighting Art: The Aesthetics of Stage Lighting Design. Prentice-Hall, Englewood Cliffs.",
"Reid, F. (1992). The Stage Lighting Handbook. A&C Black, London.",
"Reid, F. (1995). Lighting the Stage. Focal Press, Boston.",
"Reid, F. (1998). Discovering Stage Lighting. Focal Press, Boston.",
"Rusell, J.A. (2003). Core affect and the psychological construction of emotion. Psychological Review, 1, 145-172.",
"Seif El-Nasr, M. (2005). Intelligent Lighting for Game Environments. Journal of Game Development, 1(2),",
"Seif El-Nasr, M. and Horswill, I. (2004). Automating Lighting Design for Interactive Entertainment. ACM Computers in Entertainment, 2(2).",
"Seif El-Nasr, M., Miron, K. and Zupko, J. (2005). Intelligent Lighting for a Better Gaming Experience. Proceedings of the Computer Human Interaction 2005, Portland, Oregon.",
"Seif El-Nasr, M. and Rao, C. (2004). Visually Directing User's Attention in Interactive 3D Environments. Siggraph Poster Session.",
"Viera, D. (1993). Lighting for Film and Electronic Cinematography. Wadsworth Publishing Company, Belmont.",
"Wright, W. (2004). Triangulation: A Schizophrenic Approach to Game Design. Proceedings of the Game Developers Conference, San Jose."
]
},
{
"title": "Adapting the Principles of Ludology to the Method of Video Game Content Analysis",
"url": "http://gamestudies.org/0701/articles/malliet",
"author": "Steven Malliet",
"volume": "7",
"issue": "1",
"date": "August 2007",
"citations": [
"Aarseth, E. (1997). Cybertext: Perspectives on ergodic literature. London: The Johns Hopkins University Press.",
"Aarseth, E. (2003). Playing Research: Methodological approaches to game analysis. Melbourne: Proceedings of the 5th digital arts & culture conference.",
"Anderson, C.A. & Dill, K.E. (2000). Video Games and Aggressive Thoughts, Feelings, and Behaviour in the Laboratory and in Life. Journal of Personality and Social Psychology, 78(4), pp.772-790.",
"Ballard, M.E. & Wiest, J.R. (1996). Mortal Kombat ™: The effects of violent videogame play on males' hostility and cardiovascular responding. Journal of Applied Social Psychology, 26(8), pp.717-730.",
"Barker, M. (2003). Assessing the 'Quality' in Qualitattive Research: The Case of Text-Audience Relations. European Journal of Communication, 18(3), 315-335.",
"Bartle, R. (1996). Hearts, Clubs, Diamonds Spades: Players who suit Muds. Retrieved 07/08/07 at www.mud.co.uk/richard/hcds.htm",
"Berelson, B.(1952). Content Analysis in Communication Research. New York: Free Press.",
"Böhm, A. (2004). Theoretical Coding: Text Analysis in Grounded Theory. In U. Flick, E. von Kardorff, and I. Steinke (eds.), A Companion to Qualitative Research. London: Sage.",
"Brand, J.E., Knight, S. & Majewski, J. (2003). The Diverse Worlds of Computer Games: A Content Analysis of Spaces, Populations, Styles and Narratives. In M. Copier. & J. Raessens (Eds.), Level Up: Digital Games Research Conference. Utrecht: Digital Games Reasearch Association.",
"Bushman, B.J. & Anderson, C.A. (2001). Violent video games and hostile expectations: a test of the general aggression model. Personality and Social Psychology Bulletin, 28(12), pp.1679-1686.",
"Carnagey, N.L., & Anderson, C.A. (2005). The effects of reward and punishment in violent video games on aggressive affect, cognition, and behaviour. Psychological Science, 16, 882-889.",
"Consalvo, Mia & Dutton, Nathan. (2006). Game analysis: Developing a methodological toolkit for the qualitative study of games. Game Studies 6 (1).",
"Dietz, T. L. (1998). An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behaviour. Sex Roles, 38, 425-442.",
"Edwards, R. (2001). GNS and other matters of role-playing theory. Adept press. Retrieved 07/08/07 at http://www.indie-rpgs.com/articles/1/",
"Fabricatore, Carlo, Nussbaum, Miguel & Rosas, Ricardo. (2002). Playability in action videogames: A qualitative design model. Human-Computer Interaction, 17 (4), pp. 311-368.",
"Flick, U., von Kardorff, E., and Steinke, I (2004). What is qualitative research? In U. Flick, E. von Kardorff, and I. Steinke (eds.), A Companion to Qualitative Research. London: Sage.",
"Frasca, G. (2003). Simulation versus Narrative: Introduction to Ludology. In M.J.P. Wolf & B. Perron (Eds.), /Video/Game/Theory/. London: Routledge.",
"Funk, J.B.; Buchman, D. (1996). Playing violent video and computer games and adolescent self-perception. Journal of Communication, 46, 19-32.",
"Funk, J. B., Buchman, D. D., Jenks, J., Bechtoldt, H. (2003). Playing violent video games, desensitization, and moral evaluation in children. Journal of Applied Developmental Psychology, 24, 413-436.",
"Goldstein, J. (2005). Violent Video Games. In J. Raessens & J. Goldstein. (eds.) Handbook of Computer Game Studies (pp. 341-358). Massachusetts: The MIT Press.",
"Johnson, S. (2002). Emergence : the connected lives of ants, brains, cities and software. London: Penguin.",
"Johnson, S. (2005). Everything Bad is Good for You. London: Penguin.",
"Juul, J. (1999). A clash between game and narrative. M.A. Thesis. Retrieved 07/08/07 at http://www.jesperjuul.dk/thesis",
"Juul, J. (2005) Half-Real.Video games between rules and fictional worlds. Massachusets: The MIT Press.",
"Konzack, L. (2002). Computer game criticism: A Method for computer game analysis. Tampere, Finland: Proceedings of the Computer Games and Digital Culture Conference.",
"Kracauer, S. (1952). The challenge of qualitative content analysis. Public Opinion Quarterly, 16, 631-642.",
"Kücklich, J. (2002). The Study of Computer Games as a Second-Order Cybernetic System. In F. Mäyrä, (ed), Computer Games and Digital Cultures (pp101-111). Tampere University Press.",
"Kücklich, J. (2003). Perspectives of Computer Game Philology. Game Studies, 3(1).",
"Le Diberder A. & Le Diberder, F. (1993). Qui a peur des jeux vidéo? Paris: Éditions La Découverte.",
"Lee, K. M. (2004) Presence, Explicated. Communication Theory, 14(1), pp. 27-50.",
"Mayring, P. (2000). Qualiative Content Analysis. Forum: Qualitative Research 1 (2), accessed 07/08/07 at www.qualitative-research.net/fqs-texte/2-00/2-00mayring-e.htm",
"McClurg, P. & Chaillé, C. (1987). Computer Games: Environments for Developing Spatial Cognition? Journal of Educational Computing Research 3(1), 95-111.",
"Myers, D. (1992). Time, Symbol Transformations, and Computer Games. Play & Culture, 5 (4), pp.441-457.",
"Myers, D. (2003). The Nature of Computer Games: Play As Semiosis. Peter Lang Pub.",
"Oyen, A. & Bebco, J.M. (1996). The Effects of Computer Games and Lesson Contexts on Children’s Mnemonic Strategies. Journal of Experimental Child Psychology, 62, 173-189.",
"Sakamoto, A., (1994). Video game use and the development of sociocognitive abilities in children: Three surveys of elementary school students. Journal of Applied Social Psychology, 24(1), pp.21-42",
"Schutte, N.S., Malouff, J.M., Post-Gorden, J.C. & Rodasta, A.L. (1988). Effects of playing videogames on children's aggressive and other behaviours. Journal of Applied Social Psychology, 18(5), pp.454-460.",
"Sherry, J.L. (2001). The effects of violent video games on aggression: A meta-analysis. Human Communication Research, 27(3), 409-431.",
"Smith, S. L., Lachlan, K. & Tamborini, R. (2003). Popular Video Games: Quantifying the presentation of Violence and Its Context. Journal of Broadcasting & Electronic Media, 47(1), pp.58-76.",
"Strauss, A. and Corbin, J. (1990). Basics of qualitative research: Grounded theory procedures and techniques. Sage Publications.",
"Titscher, S. Meyer, M., Wodak, R. & Vetter, E. (2000). Methods of Text and Discourse Analysis. London: Sage."
]
},
{
"title": "Screw the Grue: Mediality, Metalepsis, Recapture",
"url": "http://gamestudies.org/0701/articles/harpold",
"author": "Terry Harpold",
"volume": "7",
"issue": "1",
"date": "August 2007",
"citations": [
"Blank, M. & Galley, S.W. (1980). How to fit a large program into a small machine. Creative Computing, July, 80-87.",
"Caillois, R. (2001). Man, play, and games (Barash, Trans.). Chicago: University of Illinois Press.",
"Chatman, S. (1978). Story and discourse: Narrative structure in fiction and film. Ithaca: Cornell University Press.",
"Erlich, V. (1980). Russian formalism: History-doctrine. (4th ed). The Hague/ New York: Mouton.",
"Genette, G. (1980). Narrative discourse: An essay in method (J. Lewin, Trans.) Ithaca: Cornell University Press. Trans. of Figures III (Paris: Éditions du Seuil, 1972), pp. 65-282.",
"Genette, G. (1988). Narrative discourse revisited (J. Lewin, Trans.) Ithaca: Cornell University Press. (Original work published 1983)",
"Genette, G. (1991). Fiction et diction. Paris: Éditions du Seuil.",
"Genette, G. (2004). Métalepse: De la figure à la fiction. Paris: Éditions du Seuil, 2004.",
"Harpold, T. (2000). The misfortunes of the digital text. In S. B. Gibson & O. O. Oviedo (Eds.),",
"Huizinga, J. (1971). Homo Ludens: A study of the play element in culture. Boston: Beacon Press.",
"Infocom, Inc. (1983). Zork I: The Great Underground Empire. Cambridge, MA: Infocom, Inc.",
"Kittler, F. A. (1997). The world of the symbolic - A world of the machine (S. Harris, Trans.). In F.",
"A. Kittler, Literature, media, information systems: Essays (J. Johnston, Ed.) (pp. 130-46; 185-88). Amsterdam: G+B Arts International.",
"Lebling, P. D. (1980) Zork and the future of computerized fantasy simulations. Byte, December, 172-82.",
"Pulse Entertainment, Inc., (1996, 2004) Bad Mojo: The Roach Game, Redux. Weston, CT: Got Game Entertainment. Ryan, M. -L. (2006). Avatars of story. Minneapolis: University of Minnesota Press. Saenz, M., West, J. & Whistle, W. (1990). Virtual Valerie. Chicago: Reactor. Saenz, M., West, J. & Whistle, W (1992). Virtual Valerie, The Director’s Cut. Chicago: Reactor. Smoking Car Productions, (1997). The Last Express. Novato, CA: Brøderbund Software. Stalker, D. (Ed.). (1994) Grue! The new riddle of induction. Chicago: Open Court. Wagner, F. (2002). “Glissements et déphasages: Note sur la métalepse narrative.” Poétique, 130, 235-53."
]
},
{
"title": "The Accidental Carjack: Ethnography, Gameworld Tourism, and Grand Theft Auto",
"url": "http://gamestudies.org/0801/articles/miller",
"author": "Kiri Miller",
"volume": "8",
"issue": "1",
"date": "September 2008",
"citations": [
"Agawu, K. (2003). Representing African Music. New York: Routledge.",
"Anderson, B. (1991). Imagined Communities: Reflections on the Origin and Spread of Nationalism. New York: Verso.",
"Appadurai, A. (1996). Modernity at Large: Cultural Dimensions of Globalization. Minneapolis: University of Minnesota Press.",
"Bell, D. (2001). An Introduction to Cybercultures. New York: Routledge.",
"Britton, S. (2004 [1991]). Tourism, Capital and Place: Towards a Critical Geography of Tourism. In S. Williams (Ed.), Tourism: Critical Concepts in the Social Sciences (Vol. One, pp. 137-173). New York: Routledge.",
"Burrill, D. A. (2006). Check Out My Moves. Social Semiotics, 16(1), 17-38.",
"Casey, E. S. (1996). How to Get from Space to Place in a Fairly Short Stretch of Time: Phenomenological Prolegomena. In S. Feld & K. Basso (Eds.), Senses of Place (pp. 13-52). Santa Fe, NM: American Research Press.",
"Chess, S. (2005). Playing the Bad Guy: Grand Theft Auto in the Panopticon. In N. Garrelts (Ed.), Digital Gameplay: Essays on the Nexus of Game and Gamer (pp. 80-90). Jefferson, NC: McFarland & Co.",
"Clifford, J. (1997). Routes: Travel and Translation in the Late Twentieth Century. Cambridge, MA: Harvard University Press.",
"Craik, J. (1997). The Culture of Tourism. In C. Rojek & J. Urry (Eds.), Touring Cultures: Transformations of Travel and Theory (pp. 113-136). New York: Routledge.",
"de Certeau, M. (1984 [1974]). The Practice of Everyday Life (S. Rendall, Trans.). Berkeley: University of California Press.",
"Design Museum (2002). Rockstar Games: Multimedia Designers. Retrieved June 26, 2006, from http://www.designmuseum.org/design/index.php?id=67",
"di Leonardo, M. (1998). Exotics at Home: Anthropologies, Others, American Modernity. Chicago: University of Chicago Press.",
"Evans-Pritchard, D. (1987). The Portal Case: Authenticity, Tourism, Traditions, and the Law. Journal of American Folklore, 100(397), 287-296.",
"Fabian, J. (1983). Time and the Other: How Anthropology Makes Its Object. New York: Columbia University Press.",
"Frasca, G. (1999). Ludology Meets Narratology: Similitude and Differences between (Video)games and Narrative. Retrieved December 27, 2006, from http://www.ludology.org/articles/ludology.htm",
"Frasca, G. (2003). Sim Sin City: Some Thoughts about Grand Theft Auto 3. Game Studies, 3(2). Retrieved December 23, 2006, from http://www.gamestudies.org/0302/frasca",
"Fuller, M., & Jenkins, H. (1994). Nintendo and New World Travel Writing: A Dialogue. In S. G. Jones (Ed.), CyberSociety: Computer-Mediated Communication and Community (pp. 57-72). Thousand Oaks, CA: Sage.",
"Gallaga, O. L. (2008). 'Grand Theft Auto IV': Gritty, Dark Artistic Triumph. June 28, 2008. Retrieved July 15, 2008, from http://www.austin360.com/recreation/content/recreation/stories/2008/06/0627gta.html",
"Gee, J. P. (2006). Learning by Design: Good Video Games as Learning Machines. In P. Messaris & L. Humphreys (Eds.), Digital Media: Transformations in Human Communication (pp. 173-186). New York: Peter Lang.",
"Glater, J. D. (2008). Hidden Sex Scenes Draw Ho-Hum, Except from Lawyers. June 25, 2008. Retrieved July 15, 2008, from http://www.nytimes.com/2008/06/25/technology/25settle.html",
"Graburn, N. H. H. (1983). The Anthropology of Tourism. Annals of Tourism Research, 10(1), 9-33.",
"Hill, L., & Houser, D. (2008). Rockstar Games’ Dan Houser on Grand Theft Auto IV and Digitally Degentrifying New York. May 2, 2008. Retrieved July 15, 2008, from http://nymag.com/daily/entertainment/2008/05/rockstar_games_dan_houser.html",
"Jenkins, H. (2006). Convergence Culture: Where Old and New Media Collide. New York: New York University Press.",
"Jones, O. (2008). Review of Grand Theft Auto IV. Retrieved July 15, 2008, from http://www.sffworld.com/grevoff/95.html",
"Juul, J. (2005). Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge, MA: MIT Press.",
"Kline, S., Dyer-Witheford, N., & de Peuter, G. (2003). Digital Play: The Interaction of Technology, Culture, and Marketing. Montreal & Kingston: McGill-Queen's University Press.",
"Leonard, D. J. (2005). To the White Extreme: Conquering Athletic Space, White Manhood, and Racing Virtual Reality. In N. Garrelts (Ed.), Digital Gameplay: Essays on the Nexus of Game and Gamer (pp. 110-129). Jefferson, NC: McFarland & Co.",
"Lucas, K. (2004). Review of Grand Theft Auto: San Andreas. November 4, 2004. Retrieved June 15, 2008 (via http://www.archive.org), from http://www.gamezilla.com/review.aspx?review=8965",
"Lynch, K. (2008). Review: Grand Theft Auto IV. April 29, 2008. Retrieved July 15, 2008, from http://www.mirror.co.uk/news/more-news/technology-gaming/gamezone/2008/04/29/review-grand-theft-auto-iv-89520-20399274/",
"Lysloff, R. T. A. (2003). Musical Life in Softcity: An Internet Ethnography. In R. T. A. Lysloff & L. C. Gay, Jr. (Eds.), Music and Technoculture (pp. 23-63). Middletown, CT: Wesleyan University Press.",
"Marcus, G. E. (1999). The Uses of Complicity in the Changing Mise-en-Scène of Anthropological Fieldwork. In S. Ortner (Ed.), The Fate of Culture (pp. 86-109). Berkeley: University of California Press.",
"Miller, K. (2007). Jacking the Dial: Radio, Race, and Place in Grand Theft Auto. Ethnomusicology, 51(3), 402-438.",
"Miller, K. (2008). Grove Street Grimm: Grand Theft Auto and Digital Folklore. Journal of American Folklore, 121(481), 255-285.",
"Nader, L. (1972). Up the Anthropologist-Perspectives Gained from Studying Up. In D. H. Hymes (Ed.), Reinventing Anthropology (pp. 284-311). New York: Pantheon.",
"O'Connor, L. (2008). Review of Grand Theft Auto IV. April 30, 2008. Retrieved July 15, 2008, from http://nzgamer.com/x360/reviews/691/grand-theft-auto-iv.html",
"Quinn, E. (2005). Nuthin' But a \"G\" Thang: The Culture and Commerce of Gangsta Rap. New York: Columbia University Press.",
"Rockstar Games (2001). Grand Theft Auto III. Take-Two Interactive.",
"Rockstar Games (2002). Grand Theft Auto: Vice City. Take-Two Interactive.",
"Rockstar Games (2004a). Grand Theft Auto: San Andreas. Take-Two Interactive.",
"Rockstar Games (2004b). San Andreas: Local Business Advertiser's Guide [instruction booklet]. Take-Two Interactive.",
"Rockstar Games (2008a). Grand Theft Auto IV. Take-Two Interactive.",
"Rockstar Games (2008b). Libery City Guidebook [GTA IV instruction booklet]. Take-Two Interactive.",
"Stokes, M. (1999). Music, Travel, and Tourism: An Afterword. World of Music, 41(3), 141-155.",
"Strain, E. (2003). Public Places, Private Journeys: Ethnography, Entertainment, and the Tourist Gaze. New Brunswick, NJ: Rutgers University Press.",
"Sutton-Smith, B. (1959). A Formal Analysis of Game Meaning. Western Folklore, 18(1), 13-24.",
"Taylor, J. (2008). Grand Theft Auto 4 Tips. May 8, 2008. Retrieved July 15, 2008, from http://www.brighthub.com/video-games/console/articles/1068.aspx",
"Taylor, T. L. (2006). Play Between Worlds: Exploring Online Game Culture. Cambridge, MA: MIT Press.",
"Turner, V., & Turner, E. (1978). Image and Pilgrimage in Christian Culture. New York: Columbia University Press.",
"Watt, P., & Stenson, K. (1998). 'It's a Bit Dodgy Around There': Safety, Danger, Ethnicity and Young People's Use of Public Space. In T. Skelton & G. Valentine (Eds.), Cool Places: Geographies of Youth Cultures (pp. 249-265). New York: Routledge."
]
},
{
"title": "Quests in Context: A Comparative Analysis of Discworld and World of Warcraft",
"url": "http://gamestudies.org/0801/articles/karlsen",
"author": "Faltin Karlsen",
"volume": "8",
"issue": "1",
"date": "September 2008",
"citations": [
"Aarseth, E. (2003) \"Playing Research: Methodological approaches to game analysis.\" DAC 2003. Melbourne.",
"Aarseth, E. (2005) \"From Hunt the Wumpus to EverQuest: Introduction to Quest Theory.\" ICEC 2005: 4th International Conference. Sanda, Japan.",
"Howard, J. (2008) Quests: Design, Theory, and History in Games and Narratives, Wellesley, Massachusetts, A. K. Peters.",
"Juul, J. (2005) Half-real: video games between real rules and fictional worlds, Cambridge, Mass., MIT Press.",
"Løvlie, A. S. (2005) \"End of story? Quest, narrative and enactment in computer.\" games. DiGRA: Changing views - Worlds in Play. Vancouver.",
"Montfort, N. (2003) Twisty Little Passages: An Approach to Interactive Fiction, Cambridge, Massachusetts & London, England, The MIT Press.",
"Tosca, S. (2003) \"The Quest Problem in Computer Games.\" Technologies for Interactive Digital Storytelling and Entertainment (TIDSE) conference. Darmstadt, Fraunhofer IRB Verlag.",
"Tronstad, R. (2001) \"Semiotic and nonsemiotic MUD performance.\" COSIGN. Amsterdam.",
"Tronstad, R. (2004) Interpretation, Performance, Play, & Seduction: Textual Adventures in Tubmud, [Oslo], Faculty of Arts Department of Media and Communication University of Oslo : Unipub.",
"Tronstad, R. (2005) \"Figuring the Riddles of Adventure Games.\" Aesthetics of play. Bergen.",
"Rettberg, J. W. (2007) \"A Network of Quests in World of Warcraft.\" In Wardrip-Fruin, P. H. A. N. (Ed.) Second Person: Role-Playing and Story in Games and Playable Media. Cambridge, Massachusetts and London, England, The MIT Press.",
"Rettberg, J. W. 2008. \"Quests in World of Warcraft: Deferral and Repetition.\" Pp. 167-184 in Digital Culture, Play, and Identity, edited by Jill Walker Corneliussen Hilde G & Rettberg. Cambridge: The MIT Press.",
"Ludography",
"Discworld MUD (1991)",
"EverQuest, Sony Online Entertainment (1999)",
"World of Warcraft, Blizzard (2004)"
]
},
{
"title": "How’s the Weather: Simulating Weather in Virtual Environments",
"url": "http://gamestudies.org/0801/articles/barton",
"author": "Matt Barton",
"volume": "8",
"issue": "1",
"date": "September 2008",
"citations": [
"Baker, T. B. (2003) \"Flight Simulator 2004: A Century of Flight Review for PC.\" Gamespot. 29 July 2003. Accessed 14 June 2005. http://www.gamespot.com/pc/sim/microsoftflightsacof/review.html",
"Bolter, J. & Grusin, R. (2000). Remediation: Understanding New Media. Cambridge, MA: MIT Press.",
"Carroll, C. (2002). \"Weather Affecting Players, Need Some Brainstormers.\" Alsherok Forums. Accessed 14 June 2005. http://forums.alsherok.net/index.php?a=topic&t=247",
"Chick, T. (2003). \"Microsoft Flight Simulator 2004: A Century of Flight (PC).\" Gamespy. 29 July 2003. Accessed 14 June 2005. http://pc.gamespy.com/pc/microsoft-flight-simulator-2004-a-century-of-flight/6030p1.html",
"Glotfelty, C. (1996). \"Introduction: Literary Studies in an Age of Environmental Crisis.\"",
"The Ecocriticism Reader: Landmarks in Literary Ecology. Athens, GA: U of Georgia P.",
"Hiltzik, M.A. & Pham, A. (2001). Synthetic actors guild. Los Angeles Times. May 8, 2001, natl. ed.: A1+.",
"Johnson, S. (1992). \"On Fiction.\" Critical Theory Since Plato. Ed. Hazard Adams. Seattle: U of Washington P. 317-319.",
"---. Rasselas. (1992). Critical Theory Since Plato. Ed. Hazard Adams. Seattle: U of Washington Press.",
"Laurel, B. (1993). Computers as Theatre. Reading, Mass: Addison-Wesley Publishing.",
"Lee, S. P. (2005) \"Re: Local Weather Systems.\" Coding and MUD Design Forum. 18 Jan, n.y. Accessed 14 June 2005. http://www.mudconnector.com/discuss/discuss.cgi?mode=MSG2&area=adv_code&message=1022110221",
"Markowitz, M. (2001). Spacewar. 31 Dec. 2001. Accessed 14 June 2005.",
"http://www3.sympatico.ca/maury/games/space/spacewar.html",
"Matthews, M. (2005). Personal Interview. 25 May 2005.",
"Montfort, N. (2003). Twisty Little Passages: An Approach to Interactive Fiction. Cambridge, MA: MIT Press.",
"Murray, J. (1997). Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New",
"York: The Free Press, 1997.",
"Robertson, B. (2005) “After Effects.” Computer Graphics World May 2004. Accessed 14",
"Oct. 2005. http://cgw.pennnet.com/Articles/Article_Display.cfm?Section=Articles&Subsection=Display&Article_ID=204658",
"Ryan, M.L. Narrative as Virtual Reality. Baltimore: John Hopkins UP, 2001.",
"Stevens, D. (1998). \"Change in the Weather.\" SPAG 14. 17 May 1998. Accessed 14 June",
"2005. http://www.sparkynet.com/spag/backissues/SPAG14",
"Wang, N. (2004). \"Let there be Clouds!: Fast, Realistic Cloud-Rendering in Microsoft Flight Simulator 2004: A Century of Flight.\" Gamasutra.com. 14 Jan 2004. Accessed 14 June 2005. http://www.gamasutra.com/features/20040114/wang_01.shtml",
"Wikipedia. \"Simearth.\" Accessed 14 June 2005.",
"http://en.wikipedia.org/wiki/Simearth",
"Ludography",
"Blizzard Entertainment Inc. (2004). World of Warcraft. Blizzard Entertainment, Inc.",
"Digital Extremes London and Epic Games, Inc. (2004). Unreal Tournament 2004. Atari Inc.",
"Funcom Oslo A/S. (2000). The Longest Journey. Funcom Oslo A/S.",
"Gottlieb. (1982). Q*bert. [Arcade], USA: Gottlieb.",
"Higby, Kathy. (1980). Ouranos! Publisher unknown.",
"id Software, Inc. (2004). Doom 3. Activision Publishing, Inc.",
"Infocom, Inc. (1983). Planetfall. Infocom, Inc.",
"Infocom, Inc. (1985). Wishbringer. Infocom, Inc.",
"Konami Industry Co. Ltd. (1988). Contra. Konami, Inc.",
"Lucasfilm Games. (1990). Loom. Lucasfilm Games.",
"Magic Carpet Software. (1982). Weather War II.",
"Maxis Software Inc. (1989). SimCity. Broderbund Software, Inc.",
"Maxis Software Inc. (1990). SimEarth: The Living Planet. Maxis Software Inc.",
"Microsoft Game Studios. (2003). Microsoft Flight Simulator 2004. Microsoft.",
"Midway. (1980). [Arcade], USA: Midway.",
"MPS Labs. (1991). Sid Meier's Civilization. Microprose Software, Inc.",
"Nintendo Co., Ltd. (1985). Super Mario Bros. Nintendo, Co., Ltd.",
"Nutting Associates. (1971). Computer Space. [Arcade], USA: Nutting Associates.",
"Plotkin, Andrew. (1995). A Change in the Weather. Unpublished.",
"Presto Studios. (2001). Myst III: Exile. Ubi Soft Entertainment Software.",
"Ozark Softscape. (1983). M.U.L.E. Electronic Arts, Inc.",
"Rare, Ltd. (1994). Donkey Kong Country. Nintendo of America Inc.",
"Russell, Steve et al. (1962). Spacewar! [PDP-1]. Unpublished.",
"Ubisoft Montreal. (2004). Myst IV: Revelation. Ubisoft.",
"Valve Corporation. (2004). Half-Life 2. Valve Corporation."
]
},
{
"title": "Making the Water Move: Techno-Historic Limits in the Game Aesthetics of Myst and Doom",
"url": "http://gamestudies.org/0801/articles/hutch",
"author": "Andrew Hutchison",
"volume": "8",
"issue": "1",
"date": "September 2008",
"citations": [
"Aarseth, E. (1997). Cybertext: Perspectives on Ergodic Literature. Baltimore: Johns Hopkins University Press.",
"Back Door. (2006). “Photorealism In Games, Console Hype & More - Q and A with John Carmack” in Back Door Magazine, Vol.6 Issue 8, August 2006. http://www.computerpoweruser.com/editorial/article.asp?article=articles%2Farchive%2Fc0608%2F67c08%2F67c08.asp",
"Buckles, M. (1985). “Interactive Fiction: the computer Storygame ‘Adventure’”. PhD Diss. University of California at San Diego, 1985.",
"Blizzard Entertainment. (2004). World of Warcraft. Publisher - Vivendi Universal.",
"Bowery, J. (1974). Spasim. Publisher - apparently not released to the public in any form.",
"Bowery, J. (2001). Spasim (1974) The First First-Person-Shooter 3D Multiplayer Networked Game Personal website of the author. Published 2001. Accessed 16 May 2005. http://www.geocities.com/jim_bowery/spasim.html.",
"Braben, D. and Bell, I. (1984). Elite. Floppy disc, first person shooter. Publisher - Acornsoft.",
"Carroll, J. (1997). “Hit or Myst? Cyan’s struggle to make the sequel” in Wired Magazine. Issue 5.09 Sep 1997. Also available online as “Riven” at http://www.wired.com/wired/archive/5.09/Riven.html?pg=7&topic=Riven",
"Core Design. (1996). Tomb Raider. PlayStation, Macintosh and Windows OS. Publisher - Eidos Interactive.",
"Crawford, C. (2003). “Interactive Storytelling” in The Video Game Theory Reader. Ed. Wolf, Mark J.P. and Bernard Perron. New York: Routledge.",
"Crowther, W. and Woods, D. (1972-1976). Adventure. Release in many versions for many platforms.",
"Curran, S. (2004).Game Plan: Ten Designs That Changed the Face of Computer Gaming. Rotovision.",
"Cyan. (1987). The Manhole. Macintosh OS. Publisher - Activision.",
"Cyan. (1993). Myst. Macintosh OS. Publisher -Broderbund.",
"Cyan. (1997). Riven. Macintosh and Windows OS. Publisher - Red Orb/Broderbund.",
"Cyan Worlds. (2000). realMyst. Windows OS. Publisher - Mattel.",
"Cyan Worlds. (2003). Uru:Ages Beyond Myst. Windows OS. Publisher - UBI Soft.",
"Cyan Worlds. (2005). Myst V:End of Ages. Macintosh and Windows OS. Publisher - UBI Soft.",
"Cyan Worlds. (2007). Myst Online:Uru Live. Macintosh and Windows OS. Publisher - GameTap.",
"Cyril. (2003). “Myst Becomes Over Night Success. Giant Sucking Sound Reported” in the website DefunctGames. No publication date. Accessed 5 Sept 2003. http://www.defunctgames.com/28days16.htm.",
"Darley, A. (2000). Visual digital culture: Surface Play and Spectacle in new Media Genres. New York: Routledge.",
"Demaria, R. and Wilson, J. (2002). High Score!: the Illustrated History of Electronic Games. McGraw-Hill/Osborne: Berkley.",
"El-Nasr, M., Niedenthal, S., Knez, I.., Almeida, P., and Zupko, J. (2006). “Dynamic Lighting for Tension in Games” in Game Studies: the International Journal of Computer Game Research. volume 7 issue 1, December 2006. http://gamestudies.org/0701/articles/elnasr_niedenthal_knez_almeida_zupko",
"Enderle, R. (2005). “The Console Wars” in Design Technica. Online magazine. Publication date 23 May 2005. Accessed 12 June 2005. http://news.designtechnica.com/talkback55.html",
"Everquest. (2002). Player’s instruction manual, supplied with game Everquest: Gold Edition.",
"Fargo. (2003). Quoted in “Myst Takes Advantage of CD ROMs” in Gamespy website. GameSpy Industries. Accessed 5th September 2003. http://archive.gamespy.com/articles/july03/25smartest/index3.shtml",
"Feldman, K. (2004). “Do better graphics make for better games?” in “GameSpot website. Dated 13 June 2004. Accessed 7 June 2005. http://www.gamespot.com/pc/adventure/UruonlineagesbeyondMyst/news_6100558.html",
"Graham-Rowe, D. (2006). “How To Be Human: Call centers might be able to teach \"chat bots\" a thing or two about passing the Turing Test” in MIT Technology Review website. September 20, 2006 http://www.technologyreview.com/printer_friendly_article.aspx?id=17518",
"Gygax, G. and Andersen, D. (1974). Dungeons & Dragons. Board game. Publisher - TSR, Inc.",
"Halifax. (2002). “Real Myst 3D for Windows” in Online games supplier. Accessed 11 February 2005. http://www.halifaxshoppingextra.co.uk/xPF-Ubi_Soft_Real_Myst_3D_Item_28454",
"Hamilton, A. (2004). “Secrets of The New Myst”. In Time magazine online archive. Accessed 9 August 2004. http://www.time.com/time/archive/preview/0,10987,674773,00.html A R T S",
"Hayward, D. (2005).”Videogame Aesthetics: The Future!” in Gamasutra Magazine. October 14, 2005. http://www.gamasutra.com/features/20051014/hayward_01.shtml",
"id Software. (1991). Hovertank 3D. Windows OS. Publisher - Softdisk.",
"id Software. (1992). Wolfenstein 3D. Windows OS. Publisher - Apogee.",
"id Software. (1993). Doom. Windows and Macintosh. Publisher - id Software.",
"id Software. (2004). Doom 3. Windows and Macintosh. Publisher - Activision.",
"id Software. (2005). Official company website. 2005. Accessed 12 April 2005. http://www.idsoftware.com/games/vintage/dave/",
"Intel (2005). Website of the corporation. Accessed on 23 June 2005. http://www.intel.com/research/silicon/mooreslaw.htm",
"Järvinen, A. (2002). “Gran Stylissimo: The Audiovisual Elements and Styles in Computer and Video Games” in Computer Games and Digital Cultures Conference Proceedings, Tampere University Press, June, 2002 http://www.digra.org/dl/display_html?chid=http://www.digra.org/dl/db/05164.35393",
"Jenkins, D. (2007). “The Art of Video Games” in Virgin Media online magazine. http://www.virginmedia.com/games/features/artofvideogames4.php",
"Jenkins, H. and Squire, K. (2002). Art of contested spaces. In King, L. (Ed.), Game on: The history and culture of video games (pp. 64-75). New York: Universe Publishing.",
"Jong, P. (2001). “Review of realMyst” in Adventurecollective. Online community website. Published on 7 January 2001. Accessed 18th April 2004. http://www.adventureclassicgaming.com/index.php/site/reviews/166/",
"Juul, J. (2005). Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge, Massachusetts: MIT Press.",
"Kanellos, M. (2005). “New Life for Moore’s Law” in CNet News.com Published 19 April, 2005. Accessed 14 May 2005. http://news.com.com/New+life+for+Moores+Law/2009-1006_3-5672485.html",
"Kasavin, G. (2004). Quoted in Anita Hamilton’s “Secrets of The New Myst” in Time magazine. Publication date August 9, 2004. Accessed 12 March 2005 http://www.time.com/time/archive/preview/0,10987,994827,00.html",
"King, B. and Borland, J. (2003). Dungeons and dreamers :the rise of computer game culture from geek to chic. Emeryville, Calif: McGraw-Hill/Osborne.",
"Kent, S. (2004). The Making of Doom 3. Emeryville, California: McGraw-Hill/Osborne. Kent, S. (2002). The Ultimate History of Video Games. Prima Life.",
"Klevjer, R. (2001). \"Computer Game Aesthetics and Media Studies\". in the proceedings of the 15th Nordic Conference on Media and Communication Research, Reykyavik.",
"Lauteren, G. (2002). “Pleasure of the Playable Text: Towards an Aesthetic Theory of Computer Games”, in Mäyrä, Frans, (Ed). Proceedings of the Computer Games and Digital Cultures Conference, June 6-8, 2002, Tampere, Finland.",
"Logan, (2005). “Rand Miller over Myst 5”. in GamesPlanet Accessed 24 July 2005. http://www.gamesplanet.be/index.php?main=gp_article&info=gp_article&articleId=427&chk=5So507f20g",
"Loebner, H. (2005) \"The First Turing Test\" in the The Loebner Prize website. Accessed on 23 June 2005. http://www.loebner.net/Prizef/loebner-prize.html",
"Lunenfeld, P. (2000). Snap To Grid: A User’s Guide to Digital Arts, Media and Cultures. Cambridge, Massachusetts: The MIT Press.",
"Manovich, L. (2001). The Language of New Media. Mass: MIT Press.",
"Mateas, M. (2004). “Games and Natural Language Understanding.” in Grand Text Auto: A group blog about digital narrative, games, poetry, and art. Online community resource. Posted 17 September 2004. Accessed 12 February 2005. http://grandtextauto.gatech.edu/2004/09/17/games-and-natural-language-understanding/",
"McGuire, A. (2004). “Simplification: The Sims and Utopianism.” In New Media and the D(igital) Generation. Text and Practices 14 (2).",
"Meadows, M. (2003). Pause and Effect: the art of interactive narrative. Indianapolis, Ind: New Riders,",
"Morris, Chris. “Half-Life 2 sets a date” in CNNMoney news website. 3 Feb 2004. Accessed 5 March 2005. http://money.cnn.com/2004/02/02/commentary/game_over/column_gaming/",
"Jenkins, H. (2005). “Games, the New Lively Art” in J. Goldstein and J. Raessens. (Eds.) Handbook of Computer Game Studies. MIT Press, Cambridge, MA.",
"Miller, J. (2002). “Myst Masterpiece Edition” in Just Adventure website. Published 17 April 2002. Accessed 10 Sep 2003. http://www.justadventure.com/reviews/MystMaster/MystMaspiece.shtm",
"Miller, L. (1997). “Riven Rapt: How Myst and its riveting new sequel won our hearts and minds -- by dazzling our eyes and disabling our trigger fingers.” in Salon magazine, online magazine. Published November 1997. Accessed 8 May 2004. http://archive.salon.com/21st/feature/1997/11/cov_06Riven.html",
"Montfort, N. and Bogost, I. (2007). “Platform Studies: Computing and Creativity on the VCS, MPC, and Wii” in Proceedings of perthDAC 2007: the 7th International Digital Arts and Culture Conference, Curtin University, pp.268 -278.",
"Montfort, N. (2006). “Combat in Context” in Game Studies: the International Journal of",
"Computer Game Research volume 6 issue 1, December 2006. http://gamestudies.org/0601/articles/montfort",
"Montfort, N. (2003). Twisty Little Passages: An Approach to Interactive Fiction. Cambridge, Massachusetts: The MIT Press.",
"Moore, G.E. (1965). “Cramming more components onto integrated circuits.” in Electronics, Volume 38, No 8, 19 April 1965.",
"Morris, C. (2004). “Half-Life 2 sets a date” in CNNMoney news website. 3 Feb 2004. Accessed 5 March 2005 http://money.cnn.com/2004/02/02/commentary/game_over/column_gaming/",
"Myers, D. (2005). “The aesthetics of the anti-aesthetics” in Aesthetics of Play conference in Bergen, Norway, 14-15 October 2005. http://www.aestheticsofplay.org/myers.php",
"Myst5. (2004). Rand Miller, quoted in “Myst 5” website. Fan based website. 4 February 2004. Accessed 3 Feb 2005. http://Myst5.com/oldnewsuru.html",
"Newman, J. (2004). Videogames. London: Routledge.",
"Origin Systems. (1997). Ultima online. Publisher - Electronic Arts.",
"Poole, S. (2000). Trigger Happy: Videogame and the Entertainment Revolution. New York: Arcade Publishing.",
"Presto Studios. (2003). Myst 3:Exile. Macintosh and Windows OS. Publisher - UBI Soft.",
"Procedural Arts. (2005). Facade. Windows OS. Publisher - Auto Mata. Interactive Drama.",
"Rauch, J. (2006). “Sex, Lies and Video Games.” in The Atlantic Monthly. November 2006.",
"Rabin, S. (Ed). (2004.) AI game programming wisdom 2. Hingham, MA: Charles River Media.",
"Rouse, R. (2001). Game Design: Theory & Practice. Plano, Texas: Wordware.",
"Russell, S. (1961). Space Wars. Experimental game for MIT computer labs.",
"Salen, K. and Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. Cambridge, USA: The MIT Press.",
"Sandin, D. et al. (2001). “A Room with a View” in Multimedia: From Wagner to Virtual Reality. Racker, R. and Jordan, K.(Eds). London: W.W. Norton.",
"Saygin, A. P., Cicekli, I. and Akman, V. (2000). “Turing Test: 50 Years Later” in Mind and Machines 10. 463-518. Kluwer Academic Publishers, Netherlands.",
"Seward,V. (2003). “Just a Thought.” in MacObserver. Online community newsgroup. Dated 27 May 2003. Accessed 25 June 2004. http://www.macobserver.com/columns/justathought/2003/20030527.shtml",
"Team Revelation/UBI Soft. (2004).Myst IV:Revelation. Macintosh and Windows OS. Publisher - UBI Soft.",
"Twentieth Century Fox. (1986). Aliens. Feature Film.",
"Wikipedia. (2005). “Elite” in Wikipedia. Online, community contributed encyclopedia. Dated 4 July 2005. Accessed 7 July 2005. http://en.wikipedia.org/wiki/Elite_%28computer_game%29",
"Woodcock, S.M. (2005). Online game developer community website devoted to artificial intelligence development. Accessed 5 June 2005. http://www.gameai.com/",
"Takahashi, D. (2002). “The fog lifts from Myst Online” in Red Herring magazine. Dated 23 May 2002. Accessed 5th September 2003. http://www.redherring.com/insider/2002/0523/tech-Myst052302.html",
"Thompson, G. (2004). “The aMazing History of Maze” in The DigiBarn's Maze War 30 Year Retrospective \"The First First Person Shooter\". Dated 7 November 2004. Accessed 21 June 2005. http://www.digibarn.com/collections/presentations/maze-war/index_files/frame.html",
"Turing, A. (1950). “Computer machinery and Intelligence”, in Mind 59 (236) 433-460.",
"Twist, Jo. (2005). “Law that has driven digital life” in BBC News World. Published 18th April, 2005. Accessed 4 May 2005. http://news.bbc.co.uk/2/hi/science/nature/4449711.stm",
"Valve. (2004). Half-Life 2. Windows OS. Publisher - Vivendi.",
"Various authors. (1973). MazeWars. Publisher - many version released by various means.",
"Verant. (1999). Everquest. Windows PC. Publisher - Sony Online.",
"Wardrip-Fruin, N. and Harrigan, P. (2004). FirstPerson: New Media as Story, Performance and Game. Cambridge, Massachusetts: The MIT Press.",
"Watson, R. A. (2005). “What is \"Dithering\"? in The Pages of RAWA. Website of Cyan employee. Accessed 17 June 2005. http://cho.cyan.com/rawa/dither.html",
"Wolf, M. J.P. and Perron, B. (2003). “Introduction” in The Video Game Theory Reader. New York, Routledge.",
"Wolf, M. J.P. (2003). “Abstraction in the Video Game” in The Video Game Theory Reader. Edited by Mark J. P. Wolf and Bernard Perron. New York, Routledge.",
"Woods, S. (2004). “Game Studies - Loading the Dice: The Challenge of Serious Videogames” in Game Studies: the International Journal of Computer Game Research. volume 4, issue 1, November 2004.",
"Valve. (2004). Half-Life 2: Raising the Bar. Roseville, Calif: Prima Games."
]
},
{
"title": "Electronic Empire: Orientalism Revisited in the Military Shooter",
"url": "http://gamestudies.org/0801/articles/hoeglund",
"author": "Johan Höglund",
"volume": "8",
"issue": "1",
"date": "September 2008",
"citations": [
"America's Army. (2002) \"FAQ\". U.S. Army. http://www.americasarmy.com/support/faq_win.php#faq0 Retrieved Nov. 29. 2006.",
"Bacevich, Andrew J. (2002) American Empire: The Realities and Consequences of U.S. Diplomacy. Cambridge: Harvard U.P.",
"Boot, Max. (2002) Savage Wars of Peace: Small Wars and the Rise of American Power. New York: Basic Books.",
"\"American Imperialism? No Need to Run Away From that Label\". USA Today, 5 Mar. (2003) http://www.usatoday.com/news/opinion/editorials/2003-05-05-boot_x.htm Retrieved September 12, 2007.",
"Bogost, Ian. (2006) Unit Operations: An Approach to Videogame Criticism. Cambridge: MIT Press.",
"Buchanan, Patrick. (1999) A Republic, Not an Empire: Reclaiming America's Destiny. Washington: Regnery Publishing.",
"Bush, George W. (2001) \"Address to a Joint Session of Congress and the American People\" Speech given September 20, 2001. http://www.whitehouse.gov/news/releases/2001/09/20010920-8.html. Retrieved August 3, 2008.",
"Cabell, Brian. (1999) \"Army, Air Force Won't Meet 1999 Goals\". CNN.com, http://edition.cnn.com/US/9909/30/army.recruitment. Retrieved August 28, 2008.",
"Chomsky, Noam. (2003) Hegemony or Survival: America's Quest for Global Dominance. New York: Metropolitan Books.",
"Cliff, Tony. (1957) \"Perspectives for the Permanent War Economy\" in Socialist Review. Reprint (2003) Marxist Theory after Trotsky. Selected Writings. Volume 3. London: Bookmarks.",
"Close Combat: First to Fight. (2005) \"Next Generation of Close Combat Games on the Horizon\". http://www.firsttofight.com/html/pr1.html. Retrieved on Nov. 19, 2006.",
"Der Derian, James. (2001) Virtuous War: Mapping the Military-Industrial-Media-Entertainment Network. Boulder: Westview Press.",
"Destineer. (2005) Close Combat: First to Fight. USA: 2K games and Global War Software.",
"Eisenhower, Dwight D. (1999) \"Military-Industrial Complex Speech\". Public Papers of the Presidents, Dwight D. Eisenhower. United States Government Printing Office.",
"Ferguson, Niall. (2004) Colossus: The Price of America's Empire. New York: Penguin.",
"Frasca, Gonzalo. (2004) \"Videogames of the Oppressed: Critical Thinking, Education, Tolerance, and Other Trivial Issues\" in Wardrip-Fruin and Harrigan (eds) First Person: New Media as Story, Performance, and Game, pp.85-94. Cambridge: MIT Press.",
"Freeman, Colin. (2005) \"Battles Re-enacted in Video Arcades: N.Y. Gamemaker Lets Players Portray Iraqi or U.S. Troops\" in San Fransisco Chronicle, Sunday, January 16, 2005. http://sfgate.com/cgibin/article.cgi?f=/c/a/2005/01/16/MNG5LAR6KU1.DTL&hw=kuma&sn=001&sc=1000. Retrieved June 2, 2007.",
"Galloway, Alexander R. (2004). \"Social Realism in Gaming\". Game Studies. Volume 4, issue 1. November, 2004. http://www.gamestudies.org/0401/galloway/. Retrieved Jan. 13, 2007.",
"Graham, Stephen. (2006) \"Cities and the 'War on Terror.'\" International Journal of Urban and Regional Research. (pp.255-76). Volume 30. June 2 2006.",
"Hodes, Jacob and Ruby-Sachs, Emma. (2002) \"'America's Army' Targets Youth\" in The Nation. August 23, 2002. http://www.thenation.com/doc/20020902/hodes20020823. Retrieved Dec 19, 2006.",
"Johnson, Chalmers. (2004) The Sorrows of Empire: Militarism, Secrecy, and the End of the Republic. New York: Metropolitan Books.",
"Jordan, Tim. (1999) Cyberpower : The Culture and Politics of Cyberspace and the Internet. London: Routledge.",
"Kuma Reality Games. (2004) Kuma\\War. USA. Kuma Reality Games.",
"Leonard, David. (2004) \"Unsettling the Military Entertainment Complex: Video Games and a Pedagogy of Peace\" in Studies in Media and Information Literacy Education 4(4), 2004. Also available from: http://www.utpjournals.com/simile/issue16/leonard1.html",
"Lenoir, Timothy & Henry Lowood. (2003) \"Theatres of War: The Military-Entertainment Complex\". http://www.stanford.edu/class/sts145/Library/Lenoir-Lowood_TheatersOfWar.pdf. Retrieved Aug. 12, 2007.",
"McAlister, Melani. (2001) Epic Encounters: Culture, Media, and US Interests in the Middle East, 1945-2000. California: California U P.",
"Nieborg, David. (2006) \"We Want the Whole World to Know How Great the U.S. Army Is\", in M. Santorineos and N. Dimitriadi (eds) Gaming Realities: A Challenge for Digital Culture, (pp.82-92) London: EUROSIS.",
"Pandemic Studios. (2006) Full Spectrum Warrior: Ten Hammers. USA: THQ Incorporated.",
"Pollack, Andrew. (1997) \"Building the military-entertainment complex\" in The New York Times, October 10, 1997.",
"Said, Edward. (1978) Orientalism. New York: Vintage.",
"U.S. Army. (2002) America's Army. USA: U.S. Army.",
"USC Public Relations new bulletin (2004) \"USC Gets $100 Million Army Contract\". http://www.usc.edu/uscnews/stories/10808.html. Retrieved Nov. 24, 2006.",
"Werde, Bill. (2004) \"The War at Home\" in Wired March 2004. http://www.wired.com/wired/archive/12.03/wargames.html. Retrieved Aug. 27, 2008."
]
},
{
"title": "“I Hope You Never See Another Day Like This”: Pedagogy & Allegory in “Post 9/11” Video Games",
"url": "http://gamestudies.org/0801/articles/ouellette_m",
"author": "Marc A. Ouellette",