Considering play: From method to analysis
暂无分享,去创建一个
[1] Ian Bogost,et al. Persuasive Games: The Expressive Power of Videogames , 2007 .
[2] R. Barthes. From Work to Text , 2019, Textual Strategies.
[3] Annika Waern,et al. Games as Activity: Correcting the Digital Fallacy , 2010 .
[4] Jill Walker Rettberg,et al. Digital culture, play, and identity : a World of Warcraft reader , 2008 .
[5] Van Vught,et al. Neoformalist Game Analysis A methodological exploration of single-player game violence , 2016 .
[6] D. Nieborg. From premium to freemium: The political economy of the app , 2015 .
[7] Nick Montfort,et al. Racing the Beam: The Atari Video Computer System , 2009 .
[8] Espen Aarseth,et al. I Fought the Law: Transgressive Play and The Implied Player , 2007, DiGRA Conference.
[9] Michael Mateas,et al. BurgerTime: A Proceduralist Investigation , 2011, DiGRA Conference.
[10] Tom Boellstorff,et al. A Ludicrous Discipline? Ethnography and Game Studies , 2006, Games Cult..
[11] Mia Consalvo,et al. Cheating: Gaining Advantage in Videogames , 2007 .
[12] Sybille Lammes. Approaching game-studies: towards a reflexive methodology of games as situated cultures , 2007, DiGRA Conference.
[13] Julian Kücklich. Homo Deludens , 2007 .
[14] Clara Fernández-Vara,et al. Introduction to Game Analysis , 2014 .
[15] Olli Tapio Leino,et al. Emotions about the Deniable/Undeniable: Sketch for a Classification of Game Content as Experienced , 2007, DiGRA Conference.
[16] Henry Jenkins. Game Design as Narrative Architecture , 2003 .
[17] Barry Atkins,et al. More than a Game: The Computer Game as Fictional Form , 2003 .
[18] Olli Sotamaa,et al. Rethinking Playing Research , 2012 .
[19] Thomas M. Malaby. Beyond Play , 2007 .
[20] 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..
[21] Espen Aarseth,et al. Computer Game Studies, Year One , 2001, Game Stud..
[22] J. Zagal. Ludoliteracy: Defining, Understanding, and Supporting Games Education , 2010 .
[23] Gonzalo Frasca,et al. Sim Sin City: some thoughts about Grand Theft Auto 3 , 2003, Game Stud..
[24] Espen Aarseth. Playing Research: Methodological approaches to game analysis , 2003 .
[25] Luciana Marchionne Picchione,et al. The Act of Reading : A Theory of Aesthetic Response , 2022 .
[26] René Glas,et al. Battlefields of Negotiation: Control, Agency, and Ownership in World of Warcraft , 2013 .
[27] W. Iser. The Fictive and the Imaginary: Charting Literary Anthropology , 1993 .
[28] Richard Bartle,et al. A "Digital Culture, Play and Identity: A World of Warcraft Reader" Reader , 2010, Game Stud..
[29] Mark Chen,et al. Leet noobs : the life and death of an expert player group in World of Warcraft , 2012 .
[30] Ian Bogost,et al. Unit Operations: An Approach to Videogame Criticism , 2006 .
[31] Gregg J. Rickman. : Textual Poachers: Television Fans and Participatory Culture . Henry Jenkins. , 1993 .
[32] W. Iser,et al. The Implied Reader: Patterns of Communication in Prose Fiction from Bunyan to Beckett , 1975 .