Technical Communication 498
Digital Games
Winter 2005

Bibliography

Some website resources:

http://www.gamesforhealth.org/
http://www.seriousgames.org/
http://ludology.org/index.php
http://gamestudies.org
http://www.digra.org/
http://www.gamasutra.com/
http://www.academic-gamers.org/
http://www.mesmernet.org/lgi/
www.igda.org
http://www.i-p.se/index.aspx?page=mindball

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
King and Borland: Dungeons and Dreamers: The Rise of Computer Game Culture From Geek to Chic

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
Virtual Worlds  From R. Schroeder (Ed.) The Social Life of Avatars:Presence and Interaction in Shared Virtual Environments. London: Springer-Verlag, 2002.

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

http://www.machinima.org/

http://www.redvsblue.com/home.php