[an error occurred while processing this directive]
Technical Communication 498
Digital Games |
||
[an error occurred while processing this directive]
Winter 2005
|
||
[an error occurred while processing this directive] |
Bibliography
Some website resources: http://www.gamesforhealth.org/ An incomplete, unformatted, interdisciplinary, and somewhat random bibliography: Stories of the Game Industry Bartle, Richard, Designing Virtual Worlds, New Riders, 2003 W. J. Baumol and W. G. Bowen “On the Performing Arts: The Anatomy of their Economic Problems” American Economic Review 55(1/2) March 1965: 495-502. Bethke, Game Development and Production Richard E. Caves, Creative Industries (Cambridge, MA: Harvard University Press, 2000) Crawford, C. (2003) On Game Design. New Riders. Indianapolis, IN Kushner, Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture MacInnes, Ian, “Business Models for Interactive Entertainment Communities,” International Telecommunications Society Biennial Conference, Seoul, South Korea, 2002. Mulligan and Patrovsky, Developing Online Games Misc news reports: CNet News, “South Korea’s Digital Dynasty,” http://marketwatch-cnet.com.com/South+Koreas+digital+dynasty/2009-1001_3-5238371.html?tag=nl Bear Sterns, “Asian Online Gaming: Virtual Worlds, Real Cash” JP Morgan, “China Internet Sector,” Asia Pacific Equity Research, mimeo, May 24, 2004. Gender and Games Bryce, Jo and Rutter, Jason. “Killing Like a Girl: Gendered Gaming and Girl Gamers’ Visibility” in CGDC Conference Proceedings, F. Mayra (ed.), Tampere: TampereUniversity Press, 2002. No ISBN. J. Cassell and H. Jenkins (eds.), From Barbie to Mortal Kombat: Gender and Computer Games, Cambridge: The MIT Press, 1998. Gansmo, Helen J. Towards a Happy Ending for Girls and Computing? PhD dissertation, NTNU, 2004. Jenkins, Henry. “From Barbie to Mortal Kombat: Further Reflections,” 2001. Schott, Gareth R. and Horrell, Kirsty R. “Girl Gamers and Their Relationship with the Gaming Culture,” Convergence, v. 6, n.4, 36-53, 2000. Schott, Gareth. "'For Men': Examining Female Reactinos to Nintendo's Marketing for GameBoy Advance SP," NZ GDC paper, 2004. Turkle, Sherry. “Computational Reticence: Why Women Fear the Intimate Machine” in Technology and Women’s Voices: Keeping in Touch, C. Kramarae (ed.), New York: Pergamon Press, 1988. Wajcman, Judy. “The Technology of Production” and “Technology as Masculine Culture” from Feminism Confronts Technology, University Park: Penn State Press, 1991. Yates, Simeon J. and Littleton, Karen. "Understanding Computer Game Cultures: A Situated Approach," Information, Communication, & Society, 2:4, 1999. Young, Iris. “Throwing Like a Girl” from Throwing Like a Girl and Other Essays in Feminist Philosophy, Bloomington: IndianaUniversity Press, 1990. ISBN 0253205972 VOICES FROM THE COMBAT ZONE:GAME GIRLZ TALK BACK http://web.mit.edu/21fms/www/faculty/henry3/pub/gamegirls.htm Compiled by Henry Jenkins Education and Games Dubbels, B. (2003) Video Games as Metaphor for Learning and Curriculum Design Egenfeldt-Nielsen, S. (2003). Review of the research on educational usage of games Garris , R. , & Ahlers, R. (2003). Games, motivation, and learning: A research and practice model Gee, J. P. (2003) What video games have to teach us about learning and literacy. Palgrave/Macmillan: New York, NY Keller, J. M., & Suzuki, K. (1988). Use of the ARCS motivation model in courseware design. In D. H. Jonassen (Ed.). Instructional designs for microcomputer courseware. Hillsdale, NJ: Lawrence Erlbaum. Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. Snow & M. J. Farr (Eds.). Aptitude, learning and instruction. Volume 3: Conative and affective process analysis. Hillsdale, NJ: Lawrence Erlbaum. Rideout, V.J., Vandewater, E.A., & Wartella, E.A. (2003) Zero to Six: Electronic Media in the Lives of Infants, Toddlers and Preschoolers. Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research & Development, 44(2), 43-58. Squire, K. (2002) Video Games in Education. Doing Research on Games (incl Politics of) Aarseth, E. (2003) Playing Research: Methodological approaches to game analysis Consalvo, M. (2003) Game analysis: Developing a methodological toolkit for the qualitative study of games Manninen , T. (1999) Interaction Forms and Communicative Actions in Multiplayer Games Parker, K. (2003) Free Play The politics of the video game From Reason Magazine via Boing Boing: http://reason.com/0404/fe.kp.free.shtml Taylor , T. L. (2001) Living Digitally: Embodiment in Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Lifehttp://www.apa.org/journals/psp/psp784772.html Wardip-Fruin, N. and Harrigan, P. (2004). First Person : New Media as Story, Performance, and Game. MIT Press. Cambridge, MA Fun Stuff |
|
Send mail to:
bkolko@u.washington.edu
Last modified: 1/24/2005 5:00 PM |