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Bibliography (reference by author surname):
a | b | c | d | e | f | g | h | i | j | k | l | m | n | o | p | q | r | s | t | u | v | w | x | y | z 

Some of the entries in this bibliography have been categorised to help with searching. The categories used so far are:
[ADDICTION]
[CHEATING] which includes work generally on non-normative play, power-gaming, grief play, rule taxonomies etc
[DESIGN]
[
IPR]
[
MMORPG].
You may wish to CTRL-F (PC) to aid with searching. If I can I will implement some kind of alternative database based system that will enable people to see things in category form is they wish.

The bibliography also contains a large number of conference papers. These may not be fully published papers and where no full paper is available the author(s) should be contacted. Papers from the following conference have been partly or fully catalogued here:

[
AoIR 2003] Association of Internet Researches 4.0 (all games papers listed)
[
LEVEL UP 2003] DiGRA Level Up conference 2003  (all papers will be listed)
[
PWTF CRIC 2002] Playing With the Future CRIC University of Manchester 2002 (all papers listed)
[
SOP NYLS 2002] State of Play New York Law School 2003 (no papers listed yet)

 a


Aarseth, E. (2001), Computer Game Studies, Year One, Game Studies Volume 1, issue 1, July 2001

Paper:

Aarseth, et al (2003), What's in a game? - Game taxonomies, typologies and frameworks, Level Up Conference Proceedings.
Abstract:

Abbott, F., (2003), Finding somewhere to play - a space for games as a cultural, aesthetic and social phenomena, Level Up Conference Proceedings.
Abstract:

Adams, E. W., (2003), The Construction of Ludic Space, aesthetic and social phenomena, Level Up Conference Proceedings.
Abstract:

Akhtar, S., Cumbow, R. C., (2000), Why domain names are not generic: Analysis of Why Domain Names Incorporating Generic Terms Are Entitled to trademark Protection, 2000 B.C. Intell. Prop. & Tech. F. 110501

Alvisi, A. & Narduzzo, A. & Zamarian M., (2003), Playstation and the Power of Unexpected Consequences, Information, Communication and Society, December 2003, vol. 6, iss. 4, pp. 608-627(20).

Alvisi, A., et al (2002), Squint-Eyed Strategies for Success: Playstation and the Power of Unexpected Consequences, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Anon. (2001), Everquest class action threat over auction spat, online at http://www.theregister.co.uk/content/6/16355.html accessed on 10.07.2002. 

Anderson, C.A., Carnagey, N.L., & Eubanks, J. (2003). Exposure to violent media: The effects of songs with violent lyrics on aggressive thoughts and feelings, Journal of Personality and Social Psychology, 84, 960-971. [VIOLENCE]
Paper:
 

Anderson, C.A. (2003). Video games and aggressive behavior, In D. Ravitch and J.P. Viteritti (eds.), Kids’ Stuff: Marketing Sex and Violence to America's Children (pp. 143-167). Baltimore, MD: Johns Hopkins University Press. [VIOLENCE]
Paper:
 

Anderson, C.A. (2002). Violent video games and aggressive thoughts, feelings, and behaviors, (pp. 101-119). Chapter in Children in the Digital Age, Sandra L. Calvert, Amy B. Jordan, & Rodney R. Cocking (Eds.). Westport, Connecticut: Praeger. [VIOLENCE]
Paper:
 

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. Vol. 78, No. 4, 772-790. April 2000. [VIOLENCE]

Andersen, K. & Jacobs, M. & Polazzi, L., (2003), Playing Games in the Emotional Space, in Funology: from usability to enjoyment. Blythe, M.A et al., ed.s. Dordrecht, The Netherlands: Kluwer.

Andrejevic, M., (2003), Technologies Of Interactive Viewership: Watching "Television Without Pity". [AoIR 2003]
Abstract:

Asbjųrnsen, D., (2003), Digital Games and Politics: a Medium in Search of a Discourse, aesthetic and social phenomena, Level Up Conference Proceedings.
Abstract:

Asher, M. (2000), Two Players Banned for EverQuest Auctions, online at http://www.gamecenter.com/News/Item/0,3,0-4036,00.html?st.gc.fd.lgn.gn accessed on 28.01.2001. [MMORPG]

Atkins, B., (2003), The Aesthetics of Iteration: The Plurality of Spectacle in Narrative Computer Games, Level Up Conference Proceedings.
Abstract:

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 b


Bailey, S., (2003), Identity, Intersection, Irony: Doubling The Self In The Digital Age. [AoIR 2003]
Abstract:

Barkentin, P., (2003), Lost in Time, Level Up Conference Proceedings.
Abstract:

Barker, J., (2002), An Investigation of Play Studies, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Barker, Martin and Petley, Julian (eds.). 2001. Ill Effects: The media/violence debate. Routledge. [VIOLENCE]

Bartle, R., (2003), Designing Virtual Worlds, New Riders. [DESIGN]
- A book that brings the human to the virtual.

Beard. J. J., (2001), Clones, Bones and Twilight Zones: Protecting the digital persona of the quick, the dead and the imaginary, Berkeley Technology Law Journal, 16:3. [IPR]
-
One of the best papers on the IPR rights associated with the digitisation of real people (living and dead) and fictional characters

Behak, B., (2003), Mapping the Bit Girl, Information, Communication and Society, December 2003, vol. 6, iss. 4, pp. 477-496(20).

Behak, B.
, (2003), When Great Games Go Bad: Grand Theft Auto 3 And The Interface Of The Everyday. [AoIR 2003]
Abstract:

Benford et. al. (2003), Uncle Roy All Around You: mixing games and theatre on the city streets, Level Up Conference Proceedings.
Abstract:

Berg et. al. (2003), Research on the impact of online gamevertising, Level Up Conference Proceedings.
Abstract:

Björk et. al. (2003), Game Design Patterns, Level Up Conference Proceedings.
Abstract:

Blomberg et. al. (2003), Political Ideologies in Computer Games, Level Up Conference Proceedings.
Abstract:

Bogers et. al. (2003), Computer games in the workplace, Level Up Conference Proceedings.
Abstract:

Boldrin & Levine, (2002), Perfectly Competitive Innovation, State Reserve Bank of Minneapolis Staff Report Number 303 [IPR]

Boldrin & Levine, (2002), The Case Against Intellectual Monopoly [
IPR]
- Boldrin and Levine's work is a radical analysis of copyright in the digital age, they argue from an economic \ game theory that monopoly rights work against innovation - warning texts sometimes include equations.
Boldrin & Levine, (?) Why Napster is Right [
IPR]   

Bonanno, P., (2003), Digital Game play amongst Maltese Students , Level Up Conference Proceedings.
Abstract:

Bookchin, N. (2003), AgoraXchange & Agora, Legal Aesthetics of the Family and the Nation: Notes toward Re-imaging the Future, State of Play Conference Proceedings, New York Law School (publication details pending).

Borries, F., (2003), , Level Up Conference Proceedings.
Abstract:

Brand et. al. (2003), The Diverse Worlds of Computer Games: A Content Analysis of Spaces, Populations, Styles and Narratives, Level Up Conference Proceedings.
Abstract:

Braun et. al. (2003), Expressiveness Generation for Virtual Characters in Games, Level Up Conference Proceedings.
Abstract:

Breidenbach et. al. (2003), The Video "Game Over": Some Problems with a Re-Presentation by Experts of what Video Games Re-Present, Level Up Conference Proceedings.
Abstract:

Bringsjord, S., (2001), Is It Possible to Build Dramatically Compelling Interactive Digital Entertainment?, Game Studies Volume 1, issue 1, July 2001.
Paper:

Brooker, W., (2002), The Many Lives of the Jetman: A Case Study in Video Game Analysis, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Bųdker, M. & Sųnderlev, C., (2003), Trust In The Networked Society. [AoIR 2003]
Abstract:

Bruil et. al. (2003), Clans: United we stand, Level Up Conference Proceedings.
Abstract:

Brundage, S (2000), Making EverQuest Easier to Play: Cheating or Not?, gamers.com, available online at http://www.gamers.com/news/322928, accessed on 15.07.2002.

Bryce et. al. (2003), Moving Targets are Harder to Hit: Mobile Entertainment in Europe, Level Up Conference Proceedings.
Abstract:

Buckingham, D., (2001), Electronic child abuse? Rethinking the media's effects on children, in Barker, Martin and Petley, Julian (eds.). 2001. Ill Effects: The media/violence debate. Routledge. pp 63-77. [VIOLENCE]

Burger et. al. (2003), Dissecting the gaming experience A search for the ultimate gaming element in Grand Theft Auto, Level Up Conference Proceedings.
Abstract:

Burk,D., (2003), Feminism And Copyright In Digital Media. [AoIR 2003]
Abstract:

Burn, A., (2002), Final Fantasy: Multimodal Competences in Player Engagement, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002.  [PWTF CRIC 2002] Abstract:

Bury, R, M., (2003), Cyberspaces Of Their Own: Identity, Community And Female Fandoms. [AoIR 2003]
Abstract:

Buss, C., (2003), Strategies of Resistance: Munch's Odyssey and Environmental Activism, Level Up Conference Proceedings.
Abstract:

Butterfield, S. (2003), Beyond the Body: Modeling Complex/Group Interactions in an MMP Game, State of Play Conference Proceedings, New York Law School (publication details pending).

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 c


Callios, R., (1958), Man, Play and Games, Chicago: University of Illinois Press.

Campbell, J., (2003), Civilization III and its Discontents - God's Eye View and the New World Order, Level Up Conference Proceedings.
Abstract:

Carr et. al. (2003), Textuality and Videogames, Level Up Conference Proceedings.
Abstract:

Carr, D., (2002), Play Dead: Planescape Torment, Horror and RPG's, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002.  [PWTF CRIC 2002] Abstract:

Carter, G. (2002), It's My Time and I'll Sell if I Want To, The Adrenalin Vault, available online at http://www.avault.com/articles/getarticle.asp?name=mmogsell, accessed on 15.07.2002.

Castronova, E. (2002), The Right To Play, State of Play Conference Proceedings, New York Law School (publication details pending).
[
MMORPG]

Castronova, E. (2003), The Price of 'Man' and 'Woman': A Hedonic Pricing Model of Avatar Attributes in a Synthethic World, CESifo Working Paper Series No. 957. [MMORPG]  
- Ted's latest paper, created a bit of a stir on MUD-DEV, not formally published yet.

Castronova, E. (2002), Virtual worlds: A first-hand account of market and society on the cyberian frontier, Gruter Institute Working Papers on Law, Economics, and Evolutionary Biology, Volume 2. [MMORPG]
- This and Castronova's other papers are pretty much the definitive work on virtual world economics.

Castronova, E. (2001), On Virtual Economies, CESifo Working Paper Series No. 752. [MMORPG]

Catanese, P
., (2003), Where have all the video-game console artists gone?, Level Up Conference Proceedings.
Abstract:

Charles, (2003), Enhancing Gameplay: Challenges for Artificial Intelligence in Digital Games, Level Up Conference Proceedings.
Abstract:

Chee et. al., (2003), Is Electronic Community an Addictive Substance? EverQuest and its Implications for Addiction Policy, [AoIR 2003][ADDICTION]
Abstract:
Some press coverage of this piece here.

Choi, S., (2001), Computer Games and Violence: A Child's Friend or Foe?,  [VIOLENCE]
 
Clarke et. al.
, (2003), Flak-guns, frags and Friday nights: Exploring the preferences and perceptions of adult computer gamers, Level Up Conference Proceedings.
Abstract:

Cohen, S., (1997), Zap! The Rise and Fall of Atari, McGraw-Hill.

Consalvo, M., (2003), Control Versus Community: Taking "The Sims" Online. [AoIR 2003]
Abstract:

Consalvo, M., (2003), 'It's no videogame': Global news media commentary and the second Gulf War, Level Up Conference Proceedings.
Abstract:

Consalvo, M., (2003), Hot Dates and Fairy-Tale Romances: Studying Sexuality in Videogames, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002]
Abstract:

Copier, M., (2002), Is Gaming Just for Kids? Elderly People do Play Games!, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002.   [PWTF CRIC 2002] Abstract:

Copier, M., (2003), The Other Game Researcher - Participating in and watching the construction of boundaries in game studies, Level Up Conference Proceedings.
Abstract:

Copier, M. & Raessens, J. (2003), Level Up - Digital Games Research Conference 4-6 November 2003 Utrecht University Proceedings, Utrecht University.
- Details of ordering print copy are here.

Copyright, Designs and Patents Act 1988. [IPR]
- This act is the basis of current English IPR law, see link above for full text of Act including Schedules and Repeals.

Cordery, B., (1997), Character Merchandising - All Shook Up, Ent. L.R. 1997, 8(4), 145-147, *145 [IPR]

Crawford, C. (2003), Chris Crawford on Game Design, New Riders. [DESIGN]

Crawford, C., (1982),Why do people play games?, in Art of computer game design (pp. 16-24). Berkeley: McGraw-Hill.

Crawford, S. (2003), Who's In Charge of Who I Am: Identity and Law Online, State of Play Conference Proceedings, New York Law School (publication details pending).
 [
MMORPG]

Crogan, P., (2003), Zero-Sum: Wargaming and Computer Games, Level Up Conference Proceedings.
Abstract:

Costikyan, G., (1998), Don't be a vidiot: What computer game designers can learn from non-electronic games, presented at the 1998 Game Developers Conference.

Top

 d


Dan van et. al., (2003), Violence and videogames from a ludologic and narratologic perspective, Level Up Conference Proceedings.
Abstract:

Darin, B., (2003),The Vanishing Table, Or, Community In A World That Is No World. [AoIR 2003]
Abstract:

Dejno˛ka, J., (1996), The ontology of the analytic traditions and its origins, Littleford Adams Books. 

Dekker, et. al., (2003), Lights! Camera! Action? Film studies in Grand Theft Auto: Vice City, an analysis, Level Up Conference Proceedings.
Abstract:

Delwiche, A. (2003), Massively Multiplayer On-Line Games in the College Classroom, State of Play Conference Proceedings, New York Law School (publication details pending).
[
MMORPG]

DeMaria, R. & Wilson, J. W., (2003), High Score!: The Illustrated History of Electronic Games, McGraw-Hill Osborne Media.

Dereli, K., (2003), Concerning the Scope of the Amateur Custom Content Generation Culture For Computer Games, Level Up Conference Proceedings.
Abstract:

Dibbell, J. (2003), Owned!: Intellectual Property in the Age of Dupers, Gold Farmers, eBayers, and Other Enemies of the Virtual State, State of Play Conference Proceedings, New York Law School (publication details pending).[MMORPG][CHEATING]

Dibble, J. (1993), A Rape in Cyberspace - How an Evil Clown, a Haitian Trickster Spirit, Two Wizards, and a Cast of Dozens Turned a Database Into a Society, The Village Voice, December 21 1996. p36-42.
- When talking about virtual ethics its almost compulsory to reference Julian's article.

The Digital Millennium Copyright Act. [IPR]
- This is the now infamous DMCA that has been used widely in the US in controversial IP cases. The link is to the full text of the act at the EFF site. 

Dill, K., & Dill, J. (1998). Video game violence: A review of the empirical literature. Aggression & Violent Behavior, 3, 407-428. [VIOLENCE]

Dovey, J., (2002), Intertextual Tie Ups: When Narratology Met Ludology, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Dovey, et al, (2003), Taking Power, Level Up Conference Proceedings.
Abstract:

Dreier, H., (2002), Windowing and Versioning: The Power of Combination, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Driest, et al, (2003), Stereotypes in GTA The Meaning and Reception of Stereotypes in Computer games, Level Up Conference Proceedings.
Abstract:

Dumbleton, T., (2002), Becta's Computer Games in Education project: How Can Computer Games Influence New Software for Schools?, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2003] Abstract:

 

Top

 e


Ebert, R., (2000), The ghost in the Machinima: Will the use of video game technology to make movies result in art or kitsch?, Yahoo! Internet Life, 68.

Egenfeldt-Nielsen, (2003), Exploration in computer games - a new starting point, Level Up Conference Proceedings.
Abstract:

Egger, D. (2003), Supreme Court Exchange: Introducing the Game, State of Play Conference Proceedings, New York Law School (publication details pending).
[
MMORPG]

Eladhari, M., (2002), Object Oriented Story Construction in Story Driven Computer Games (Masters Thesis).
Swedish (Objektorienterat berättande i berättelsedrivna datorspel)
English (translation)

Eladhari, et, al., (2003), Player Character Design Facilitating Emotional Depth in MMORPGs, Level Up Conference Proceedings.
Abstract:

Ermi, et, al., (2003), Power and Control of Games Children as the Actors of Game Cultures, Level Up Conference Proceedings.
Abstract:

Ericsson, M., (2003), Enchanting Reality - big experiences on small platforms, Level Up Conference Proceedings.
Abstract:

Eskelinen, M., (2001), The Gaming Situation, Game Studies Volume 1, issue 1, July 2001.
Paper:

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 f


Fernįndez-Vara, C., (2003), Vampires across the Media: From Dracula to Castlevania, Level Up Conference Proceedings.
Abstract:

Fernback, J., (2003), Moving Beyond Community In Cyberspace: A Theoretical Consideration Of Communal Interaction In Virtual Worlds. [AoIR 2003]
Abstract:

Foo, C.Y. & Koivisto E. M. I, (2004), Defining Grief Play in MMORPGs: Player adn Developer Perceptions, ACE 2004 (forthcoming). [CHEATING]

Fisher, W. (2001), Theories of Intellectual Property, in Munzer (ed), New Essays in the legal and political theory of property, Cambridge. [IPR]

Flanagan, M. (2003), Playculture, State of Play Conference Proceedings, New York Law School (publication details pending).
[
MMORPG]  

Flynn, B.. (2003), Geography of the Digital Hearth, Information, Communication and Society, December 2003, vol. 6, iss. 4, pp. 551-576(26).

Fortuin et. al., (2003), Grand Theft Auto: Vice City – the eighties setting, Level Up Conference - Poster.
Abstract:

Frasca, G., (2001), Grandmothers are cooler than trolls. Review of The Sims, Game Studies Volume 1, issue 1, July 2001.
Paper:

Frasca, G., (2003), Ludologists love stories, too: notes from a debate that never took place, Level Up Conference Proceedings.
Abstract:

Freedman, Jonathan L. 2002. Media Violence and Its Effect on Aggression: Assessing the Scientific Evidence. Toronto: University of Toronto Press. [VIOLENCE]

Fromme, J., (2002), Computer Games as a Part of Children's Culture, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Froomkin, M. (2003), Virtual Worlds, Real Rules, State of Play Conference Proceedings, New York Law School (publication details pending).
 [
MMORPG]

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 g


Garcķa, et al., (2003), Relation between Virtual Reality Videogame Children’s Cognitive Appraisal and theirs Videogames Preference, Level Up Conference Proceedings.
Abstract:

Gentile, D.A., & Anderson, C.A. (in press). Violent video games: The newest media violence hazard, Chapter to appear in D. Gentile (Ed.) Media Violence and Children, Westport, CT: Praeger. [VIOLENCE]
Abstract:

Gerbner, George, Larry Gross, Michael Morgan, and Nancy Signorielli. (1994), Growing Up with Television: The Cultivation Perspective, in Media Effects: Advances in Theory and Research. Jennings Bryant and Dolf Zillman, eds. Pp. 17-41. Hillsdale, NJ: Lawrence Erlbaum. [VIOLENCE]

Gershenfeld, A., Loparco., M. & Barajas, C., (2003), Game Plan: The Insider's Guide to Breaking In and Succeeding in the Computer and Video Game Business,St. Martin's Griffin.

Gibson, W (1984), Nuromancer, HarperCollins.
- Generally taken to the be the origin of the term Cyberspace.

Giddings, S., (2002), Playing with Theory: The Technological Imaginary and a 'New Media Studies', Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Giddings, S., (2003), Circuits, Level Up Conference Proceedings.
Abstract:

Gingold, C., (2003), Aesthetics of Super Mario Bros., Level Up Conference Proceedings.
Abstract:

Graaf vd., et. al., (2003), Together We Brand: America's Army, Level Up Conference Proceedings.
Abstract:

Grassioulet, (2003), A Cognitive Ergonomics Approach to the Process of Game Design and Development, Level Up Conference Proceedings.
Abstract:

Griffiths, M. (1999), Violent Video Games and Aggression: A Review of the Literature. Aggression & Violent Behavior, 4(2), 203-212. [VIOLENCE]

Grimes, S., (2003), "You Shoot Like a Girl !" The Female Protagonist in Action-Adventure Video Games, Level Up Conference Proceedings.
Abstract:

Grossman, A., (2003), Postmortems from Game Developer: Insights from the Developers of Unreal Tournament, Black and White, Age of Empires, and Other Top-Selling Games, CMP Books.

Grünvogel, et al., (2003), 30 years of gravity, Level Up Conference Proceedings.
Abstract:

Guantlett, D., (2001), The worrying influence of 'media effects' studies, in Barker, Martin and Petley, Julian (eds.). 2001. Ill Effects: The media/violence debate. Routledge. pp 47-62. [VIOLENCE]

Gunder, A., (2003), As if by magic: On Harry Potter as novel and computer game, Level Up Conference Proceedings.
Abstract:

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 h


Halloran,et al., (2003), From text to talk: multiplayer games and voiceover IP, Level Up Conference Proceedings.
Abstract:

Hamilton, (1998), Chaneling Violence, Princeton, NJ: Princeton University Press. [VIOLENCE]

Hansen, O., (2002), A Cognitive Theoretical Approach to Computer Games and the Aesthetics of Repetition, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Hartman, T., (2003), Gender differences in the use of computer-games as competitive leisure activities, Level Up Conference Proceedings.
Abstract:

Hayles, K. N., (1999), How We Became Posthuman - Virtual Bodies in Cybernetics, Literature, and Informatics, Chicago.

Hede, T., (2003), Toward A Conceptual Framework of Computer Games Computer, Level Up Conference Proceedings.
Abstract:

Heer de, et al., (2003), Towards an Academic Game Theory, Level Up Conference Proceedings.
Abstract:

Heeter, et al., (2003), Comparing 14 Plus 2 Forms of Fun (and Learning and Gender Issues) In Commercial Versus Educational Space, Level Up Conference Proceedings.
Abstract:

Heins, M. & Bertin, J., (2002), BRIEF AMICI CURIAE OF THIRTY-THREE MEDIA SCHOLARS* in INTERACTIVE DIGITAL SOFTWARE ASS'N, et al. v. ST. LOUIS COUNTY, et al.
Paper:

Herman, A & Coombe, R., (2003), Property, Propriety And The Digital Public Sphere: Consequences Of Regimes Of Intellectual Property For The Ethics Of Internet-Based Civil Society. [AoIR 2003]
Abstract:

Herz, J.C., (1997), Joystick Nation: How Video Games Ate Our Quarters, Won Our Hearts, and Rewired Our Minds, Little Brown & Company.

Hofmoki, J., (2003), The Internet – The New Commons?. [AoIR 2003]
Abstract:

Hijden, van der, P., (2003), Digital Games for Research, Training and Policy Making ‘let’s build your future...’, Level Up Conference Proceedings.
Abstract:

Huber, H. H., (2003), ?production of meaning in games?, Level Up Conference Proceedings.
Abstract:

Hunter, D. U., (2003), Virtual Property, State of Play Conference Proceedings, New York Law School (publication details pending).
[
MMORPG]

Hunter, D. U., & Lastowka G. F., (2004), The Laws of the Virtual Worlds, California Law review, Vol 92, No1. [92 CALIF. L. REV. 1 (2004)]
Draft: 

Hunter, D. U., & Lastowka G. F., (2003),  To Kill and Avatar, Legal Affairs July-August 2003.

Humphreys, S., (2003), You Just Got Better At Alteration. [AoIR 2003][CHEATING]
Abstract:

Hughes, J. (1988), The Philosophy of Intellectual Property, The Georgetown Law Review , Vol. 77, 287-366. [IPR]

Huizinga, J., (1955), Homo Ludens: A Study of the Play-Element in Culture, Boston: Beacon Press.

Harris, J.W. (1997), Legal Philosophies, Butterworths, p64-82.

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 i


Ivory, J. D., (2003) , Protecting Kids or Attacking the First Amendment? Video Games, Regulation and Protected Expression. (Forthcomming). [ADDICTION]

Ivory, J. D. & Gladney, G. A., (2002) , Attitudes of Relational Engagement in Cyberspace: Uncovering Monologic Potential and Growth (Presented to the Union for Democratic Communication). [ADDICTION]
Paper:

Ivory, J. D., (2002) , Addictive, But Not For Me: The Third-Person Effect and Electronic Game Players' Views Toward the Medium's Potential for Dependency and Addiction (Student Paper: AEJMC Entertainment Studies Interest Group, 2002). [ADDICTION]
Paper:

Ivory, J. D., (2002) , Fun for all ages? University Students’ Video Game Habits And the Medium’s Potential for Dependency and Addiction, (MA Thesis, University of Wyoming). [ADDICTION]
Paper:

Ivory, J. D., (2002) , MUSHing Towards Gomorrah: Are Multi-User Shared Hallucinations an Online Alternative to Video Games?, (Presented to the Electronic Communication and Culture Division at the Popular Culture Association's Annual Convention, Toronto, Ontario CA). [ADDICTION]
Paper:

Ivory, J. D., (2001), Video Games and the Elusive Search for their Effects on Children: An Assessment of Twenty Years of Research  (2001 Moeller Award 3rd Place winner, AEJMC Mass Communication and Society Division). [ADDICTION]
Paper:

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 j


Jakobsson, M., (2003), Once Again With Content - Applying Interactue to MMOG Game Worlds, Level Up Conference Proceedings. [MMORPG]
Abstract:

Jansz, J., (2002), Why is Violent Appealing to Male Gamers?, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] [VIOLENCE] Abstract:

Jansz, et al., (2003), The representation of gender and ethnicity in digital interactive games, Level Up Conference Proceedings.
Abstract:

Järvinenansz, A., (2003), Making and Breaking Games: A Typology of Rules, Level Up Conference Proceedings. [CHEATING][DESIGN]
Abstract:

Jenkins, H & 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.

Jenzowsky, S., (2003), B2C thinking in a B2B world: Narrative structures, emerging formats, and good old electronics giants, Level Up Conference Proceedings.
Abstract:

Johansson, T., (2003), System Immersion in Civilization and other strategy games, Level Up Conference Proceedings.
Abstract:

Johnson, D. (2003), How Online Games will Shape the Law - Will Online Games Provide A New Pathway to Collective Legal Personhood?, State of Play Conference Proceedings, New York Law School (publication details pending).
[
MMORPG]

Johnson, L, (2003), Rip, Mix, Burn: Peer-To-Peer Networks And Collective Ethos. [AoIR 2003]

Jorgenson, et al., (2003), HCI, usability and computergames, Level Up Conference Proceedings.
Abstract:

Jųrgensen, K., (2003), Working title: Problem Solving: The Essence of Player Action in Computer Games, Level Up Conference Proceedings.
Abstract:

Juul, J., (2001), Games telling stories? A brief note on games and narratives, Game Studies Volume 1, issue 1, July 2001.
Paper:

Juul, J., (2001), The repeatedly lost art of studying games. Review of The Study of Games, Game Studies Volume 1, issue 1, July 2001.
Paper:

Juul, J., (2002), Protect Your Resource Gathering Units At All Cost: Sketching a Theory of Gameplay, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Juul, J., (2003), The Game, the Player, the World: Looking for a heart of gameness, Level Up Conference Proceedings.
Abstract:

 

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 k


Kant, E., (1785), Groundwork of the Metaphysics of Morals, trans. Gregor, M., Cambridge University Press 1997. 
-
Full text of the Thomas Kingsmill Abbott translation:

Kant, E., (1797), The Metaphysics of Morals, trans. Gregor, M., Cambridge University Press 1996.

Katsh, E. (2003), McLuhan, Games and the Law: Giving the Law a Graphical Interface, State of Pla