Let Me Take You to The Movies
暂无分享,去创建一个
[1] D. Croteau. The Growth of Self-Produced Media Content and the Challenge to Media Studies , 2006 .
[2] Lars Bo Jeppesen,et al. Profiting from innovative user communities: How firms organize the production of user modifications in the computer games industry , 2004 .
[3] S. Kline,et al. Digital Play: The Interaction of Technology, Culture, and Marketing , 2003 .
[4] N. Couldry. The Productive ‘Consumer’ and the Dispersed ‘Citizen’ , 2004 .
[5] Jonathan Paul Marshall. The Business and Culture of Digital Games: Gamework/Gameplay [Book Review] , 2007 .
[6] Jesper Juul. Half-Real: Video Games between Real Rules and Fictional Worlds , 2005 .
[7] H. Lowood. High-performance play: The making of machinima , 2006 .
[8] Tom Apperley. Genre and game studies: Toward a critical approach to video game genres , 2006 .
[9] Andrew Herman,et al. YOUR SECOND LIFE? , 2006 .
[10] Gregg J. Rickman. : Textual Poachers: Television Fans and Participatory Culture . Henry Jenkins. , 1993 .
[11] Constance Steinkuehler,et al. Why Game (Culture) Studies Now? , 2006, Games Cult..
[12] Rosemary J. Coombe,et al. Your Second Life? Goodwill and the Performativity of Intellectual Property in Online Digital Gaming , 2005 .
[13] H. Lowood. Storyline, Dance/Music, or PvP? , 2006, Games Cult..
[14] Ken S. McAllister,et al. The gamework , 2004 .
[15] Sal Humphreys,et al. Productive Players: Online Computer Games' Challenge to Conventional Media Forms , 2005 .
[16] Henry Jenkins. Textual Poachers: Television Fans & Participatory Culture , 1992 .
[17] T. L. Taylor,et al. Book Review: T.L. Taylor, Play Between WorldS: Exploring Online Game Culture. Cambridge, MA: MIT Press, 2006. vii+197 pp. ISBN 0262201631, $29.95 hbk , 2007, New Media Soc..
[18] Paul Marino,et al. 3D geme-based filmmaking : the art of machinima , 2004 .
[19] John Cullen,et al. Democratizing Innovation , 2020, Encyclopedia of Creativity, Invention, Innovation and Entrepreneurship.
[20] Dave Morris,et al. Machinima: Making Animated Movies in 3D Virtual Environments , 2005 .
[21] Henry Jenkins. Fans, Bloggers, and Gamers: Exploring Participatory Culture , 2006 .
[22] Jonathan. Dovey,et al. New Media: A Critical Introduction , 2003 .
[23] Julian R. Kücklich,et al. Precarious Playbour: Modders and the Digital Games Industry , 2005 .
[24] Tiziana Terranova. Free Labor: Producing Culture for the Digital Economy , 2000 .
[25] Katie Salen,et al. Rules of play: game design fundamentals , 2003 .
[26] Jonathan. Dovey,et al. Game Cultures: Computer Games As New Media , 2006 .
[27] Olli Sotamaa. Perceptions of Player in Game Design Literature , 2007, DiGRA Conference.
[28] D. Smythe. Communications: Blindspot of Western Marxism , 1977 .
[29] Daniel Pargman,et al. The magic is gone : a critical examination of the gaming situation , 2006 .
[30] D. Hesmondhalgh. The Cultural Industries , 2002 .