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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:

Asbjørnsen, 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:

Bødker, M. & Sønderlev, 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:

Dejnožka, 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


Fernández-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


García, 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:

Jørgensen, 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 Play Conference Proceedings, New York Law School (publication details pending).
[
MMORPG]

Kennedy, H., (2002), Lara Croft: Feminist Icon or Cyberbimbo? On the Limits of Textual Analysis, Game Studies, volume 2, issue 2 december 2002 

Kennedy, H., (2002), Gender, Technicity and Play: Girl Gamers and Online Methodologies, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Kennedy, H., (2003), Feminism 'In' and 'At' Play: Female Quake Clans and the Politics of Subversion, Level Up Conference Proceedings.
Abstract:

Kent, S. T., (2001), The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World , Prima Lifestyles.

Kent, S. T., (2001), The First Quarter: A 25-year History of Video Games, BDW Press.

Kerr, A., (2002), Producing Players Not Games: The Digital Games Industry in Ireland, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Kim, J et al., (2002), Foreign Market Entry Strategies of Korean Online Game Developers, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

King, B. & Borland, J., (2003), Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic, McGraw-Hill Osborne Media.

King, G. & Krzywinska, T. (2002), ScreenPlay: cinema /  videogames / interface, Wallflower press.

Kirkpatrick, G., (2002), Games and Culture, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Krotz, F., (2002), Computer Games as a Form of Computer Mediated Communication and the Changing Images of Childhood, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Krzywinska, T., (2002), Constructions of Tension in Horror-Based Videogames, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Kushner, D., (2003), Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, Random House.

Kücklich, J., (2002), Neverending Stories - Perspectives of Computer Game Philology, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

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Larrue, P., et al., (2002), European Competitors in the Video Game Industry: Venture Creation and Enterprise Growth in France and Britain, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Lastowka, G. (2003), Virtual Crime, State of Play Conference Proceedings, New York Law School (publication details pending).
[
MMORPG]

Landes, W.M & Posner R.A. (1989), Economic Analysis of Copyright Law, Journal of Legal Studies, 18. [IPR]
- One of the most referenced papers on the economic \ utilitarian justifications of intellectual property. Worth reading in conjunction with the more radical economic analysis of Boldrin and Levine (see above b)

Laurel, B (1990), Computers as theatre, The Art of Human-Computer Interface Design, Adison-Wesley 

Lee, H., et al., (2002), Synchronization and Cheat-Proofing Protocol for Real-Time Mulitplayer Games, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002][CHEATING] Abstract:

Locke, J (1988), Two Treaties of Government, Laslett, P. (ed) Cambridge 
- Locke is one of the philosophical founders of property law and an early advocate of intellectual property law (see Statute of Anne 1709). This is the foundation text for what is often called Labour Theory or the Lockean theory of property, however as the original text demonstrates is it questionable whether Locke was actually a Lockean in the current sense.

Lindley, C., (2002), Beyond the 3D API: New Standards for AI, Narrative Logic, and Generative Media for Distributed Virtual Worlds,ACM SIGGRAPH and Eurographics Campfire: Production Process of 3D Computer Graphics Applications - Structures, Roles and Tools, June 1-4, Snowbird, Utah, USA.

Lindley, C., (2002), The Gameplay Gestalt, Narrative, and Interactive Storytelling, Computer Games and Digital Cultures Conference, June 6-8, Tampere, Finland. [CGDC]

Lindley, C. and Eladhari, M., (2002), Causal Normalisaton: A Methodology for Coherent Story Logic Design in Computer Role-Playing Games. Computers and Games Conference, Alberta, Canada. 25th - 27th July 2002. [CG'02]

Lindley, C., (2002), The Gameplay Gestalt: Operant Conditioning as Anti-Narrative Learning, invited paper at Narrative and Interactive Learning Environments, Edinburgh, Scotland, 6th - 9th August 2002.

Lyon, D.(1997), Cyberspace sociality, in Loader, B. D. (ed), The Governance of Cyberspace, Routledge, p 23-37. 

Lichtarowicz, A. (2002), Virtual kingdom richer than Bulgaria, online at http://news.bbc.co.uk/hi/english/sci/tech/newsid_1899000/1899420.stm accessed 10.07.2002.

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Macedonia, M. (2003), The Military, Simulation and Games, State of Play Conference Proceedings, New York Law School (publication details pending).
[
MMORPG]

Mackie, J. L. (1967), The Problems from Locke, Oxford. 

Mactavish, A. (2002), Technological Pleasure: The Performance and Narrative of Technology in Half-Life and other High-Tech Video Games, in King, G and Krzywinska, T (eds), Screenplay: Cinema/ Videogames/ Interfaces. Wallflower 

Mactavish, A., (2002), Mods, Gods, and Creative Computer Gameplay, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Madden, M., (2003), American Artists And The Internet: Usage Patterns, Copyright Issues, And Overall Impact. [AoIR 2003]
Abstract:

Manninen, T.  & Kujanpää, T., (2002), Interaction Forms in Multi-player Games, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

McMahan, A., (2002), Consoles versus Content: The Battle at Sega, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Merrick, H., (2003), Will The Real Barbarian Please Stand Up?. [AoIR 2003]
Abstract:

Mikeal, R. L. & Stromer-Galley, J., (2003), Simulated Manners: Mechanisms Of Social Control In An Embodied On-Line Environment, The Sims Online. [AoIR 2003][CHEATING]
Abstract:

Miron, D. et al ., (2002), Effects of Individual/Team Playing and Constructive/Destructive Goal on Players' Scores on the Game and on Social Desirability, Individualism, and Coping Style Scales, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] [CHEATING] Abstract:

Miron, D. & Maxwell, M., (2002), The Impact of Videogame Playing on Children's Learning of Prosocial Scripts from Edutainment, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Mnookin, L., (1996), Virtual(ly) Law: The Emergence of Law in LambdaMOO, Journal of Computer-Mediated Communication: Volume 2, Number 1: Part 1 of a Special Issue June, 1996.

Morris, C. (2002), Imaginary worlds. Real cash, online at http://money.cnn.com/2002/01/16/technology/column_gaming/ accessed on 10.07.2002. 

Muldoon, M. (1999), They got game, online at http://www.salon.com/tech/feature/1999/07/13/ultima_ebay/index.html accessed on 10.07.2002. 

Mullally, A., (2002), The way we tell 'em: Children, Narrative and ICT, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Mulligan, J. & Patrovsky, B. (2003), Developing Online Games: An Insider's Guide, New Riders. [DESIGN]

Mulligan, J., (2000), Mommy, she talked dirty!, happypuppy.com, online at http://www.happypuppy.com/features/bth/bth-vol9-28.html accessed on 15.07.2002.
- Jessica's work is always well worth checking out as not only does she think a lot about virtual worlds she also works in the industry as a consultant. 

Munzer, S. R., (2001), ed., New Essays in the Legal and Political Theory of Property, Cambridge University Press.
- This volume contains 6 essays on property theory, including Shiffrin's fantastic work on the application of Locke to Intellectual Property. 

Murray, J., (1998), Hamlet on the Holodeck: The Future of Narrative in Cyberspace, MIT Press.

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Netanel, N. W. (1996), Copyright and a Democratic Civil Society, 106 Yale Law Journal 283.[IPR]

Egenfeldt-Nielsen, S., (2002), Games and Learning: The Case of the Trojan Horse, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Nova, N., (2002), Awareness Tools: Lessons from First-Person Shooter Games, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Noveck, B. (2003), Democracy: The Videogame, State of Play Conference Proceedings, New York Law School (publication details pending).

Nutt, D. & Railton, D., (2003) ,The Sims: Real Life as Genre, Information, Communication and Society, December 2003, vol. 6, iss. 4, pp. 577-592(16)

Nylander, S. & Waern, A., (2002), Platform-Independent Interaction for Online Game Services, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

 

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Juliet M. Oberding, J. M. &  Norderhaug. T., (1996), A Separate Jurisdiction For Cyberspace?, Journal of Computer-Mediated Communication: Volume 2, Number 1: Part 1 of a Special Issue June, 1996.

The Office of Film and Literature Classification (1999), Computer Games and Australians Today.
- Full report available on request, exec summary can be obtained direct from the OFLC web site (see links - media violence).

The Office of Film and Literature Classification (2003), Classification of Films and Computer Games (Combined Guidelines), effective from 30 March 2003.

- From the Australian authority that 'banned' GTA 3 (actually no 18 / Mature certificate was available for games so GTA3 went un-classified) they now have new rules.

Office of the Surgeon General, (2001), Youth  Violence
- Report by the US government into the causes of youth violence, covers computer games and other media types.

Oliver, J. H. (2002), The similar eye: Proxy life and public spaces in MMORPG, CGDC Conference Proceedings, Tampere University Press, p171-184. [MMORPG]

Olson, N., (2003), Massively Multiplayer Online Role Playing Game: A Study Of Player Perspectives Of The Game "Lineage". [AoIR 2003][MMORPG]
Abstract:

Ondrejka, C. (2003), Escaping the gilded cage: User-created content and the building the Metaverse, State of Play Conference Proceedings, New York Law School (publication details pending).
[
MMORPG]

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Pearson, E., (2003), Trust: Is Social Capital A Requirement For Democratic Activity Online? [AoIR 2003]
Abstract:

Pearce, C., (2001), Emergent Authorship: The Next Interactive Revolution, Computers & Graphics, Winter 2001.

Pearce, C., (2001), Story as play space, in King, L. (Ed.), Game on: The history and culture of video games (pp. 112-119).

Phillips, J. & Firth, A. (2001), Introduction to Intellectual Property Law, Butterworths, 4th ed. [IPR]

Poole, s., (2000), Trigger Happy: The Inner Life of Video Games, HarperCollins Publishers.

Poster, M. (1990), The mode of information, Polity, p99-128

Postigo, H., (2003), Copyright Violation On The Internet: Gaps Between Norms And The Law. [AoIR 2003]
Abstract:

Postigo, H., (2003), From Pong to Planet Quake: Post-Industrial Transitions from Leisure to Work,Information, Communication and Society, December 2003, vol. 6, iss. 4, pp. 593-607(15).

Protect Children from Video Game Sex and Violence Act of 2002

- Act put before the US house of representatives May 2, 2002 by Congressman Joe Baca (D-California).

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Rau, A., (2002), All Your Game Are Belong to Us - Computer Games and Online-Marketing, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Reeder, S., (1992) ,World of Electronic Games: Computer Game Ethics, Computers In Society 5th ed. Guilford: Dushkin Publishing Group, 1992.

Relph, J., (2002), Broads, a bitch, never the snitch, in King, L. (Ed.), Game on: The history and culture of video games (pp. 58-61). New York: Universe Publishing.

Retaux, X. & Rouchier, J., (2002), Realism vs Surprise and Coherence: Different Aspect of Playability in Computer Games, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Reynolds, R (2003). Hands off MY avatar ! Issues with claims of Virtual Property and Identity in Proceedings of Digital Games Industries (forthcoming).

Reynolds, R., (2003), Commodification Of Identity In Online Communities. [AoIR 2003]
Abstract:

Reynolds, R., (2003), Copyright in Avatars and Player Created Characters, in IGDA IP White Paper 2002, IGDA.ORG.

Reynolds, R., (2002), Playing a "Good" Game: A Philosophical Approach to Understanding the Morality of Games, IGDA.ORG.
Paper:

Reynolds, R (2002). 'Intellectual Property Rights in Community Based Video Games' in The Transformation of Organisation in the Information Age: Social and Ethical Implications (eds, Alvarez et al), University Lusíada, 455-470.

Rheingold, H. (1993), The Virtual Community: Homesteading on the Electronic Frontier, Addison-Wesley p1-10.

Rhody,J., (2003), /Em Speaks, Or Textual Practices, Online Communication, And Asheron's Call. [AoIR 2003]
Abstract:

Robins, K., (1994), The haunted screen, in G. Bender & T. Druckrey (Eds.), Culture on the brink: Ideologies of technology (pp. 305-315). Seattle: Bay Press.

Rolling, A. & Morris, D., (2004), Game Architecture and Design, New Riders Publishing.

Rollings, A. & Adams, E. (2003), Andrew Rollings and Ernest Adams on Game Design, New Riders. [DESIGN]

Rushkoff, D (2003), Renaissance Now! The Gamer's Perspective, State of Play Conference Proceedings, New York Law School (publication details pending).
[
MMORPG]

Ryan. M., (2001), Beyond Myth and Metaphor: The Case of Narrative in Digital Media, Game Studies Volume 1, issue 1, July 2001.
Paper:

Ryan, S., (2003), Don't Trust Anyone Outside Your Pack: Initial Trust Formation In An Online Social Activist Network. [AoIR 2003][CHEATING]
Abstract:

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Salen, K. & Zimmerman, E. (2003), Rules of Play: Game Design Fundamentals, MIT Press. [DESIGN]

Salen, K., (2002), Telefragging monster movies, in King, L. (Ed.), Game on: The history and culture of video games (pp. 98-111). New York: Universe Publishing.

Sandoval, G. (2000), Sony Bans EverQuest Auctions, gamecenter.com, online at http://www.gamecenter.com/News/Item/0,3,0-4036,00.html?st.gc.fd.lgn.gn access on 28.01.2001. [MMORPG]

Scheurer, V., (2002), For Sale - the concept of ownership of an online community, Developer Magazine. [MMORPG]
Schleiner, A., (1998), Does Lara Croft wear fake polygons? Switch Electronic Gender June 1998.

Scoville, A. W., (1999), Text is Self: The Merger of Property and Identity, Boston College Intellectual Property Forum [1999 B.C. Intell. Prop. & Tech. F. 060507]
Text:

Scheff, D., (1999), Game Over: Press Start to Continue, GamePress.

Sellers, J., (2001), Arcade Fever: The Fan's Guide to The Golden Age of Video Games, Running Press.

Sherry, J. L. (2001). The Effects of Violent Video Games on Aggression: A Meta-Analysis. Human Communication Research, 27(3), 409-431. [VIOLENCE]

Sherry J. L., Curtis, J., Soarks, G., (2001), Arousal Transfer or Desensitization? A Comparison of Mechanisms Underlying Violent Video Game Effects, Paper presented at the International Communication Association Annual Conference, Washington, D.C. [VIOLENCE]

Shiffrin S.V., (2001), Lockean Arguments for Private Intellectual Property, in Munzer (ed), New Essays in the legal and political theory of property, Cambridge. [IPR]

Shirky, C. (2003), Constitutional Experimentation in Online Social Spaces, State of Play Conference Proceedings, New York Law School (publication details pending).
[
MMORPG]

Schott, G., (2002), Moving between the Spectral and Material Plane: Interactivity in Social Play with Computer Games, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Simmons, J. Sade and Cybersapce (1995) in: Brook, J, Boal, I. A. (eds), Resisting the virtual life: The culture and Politics of Information, Brook and Boal,145-159. 

Sitarski, P., (2002), Play It Again: Repetitions in Computer Games, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Skog, D., (2003), The Private Goes Public - Transformation Of Private And Public Space At Lunarstorm. [AoIR 2003]
Abstract:

Smedley, J. (2000), Posting on eqvault.com, online at http://eqvault.ign.com/archive/arc73.shtml access on 15.07.2002. 

Snyder D., (2003), Consumers Producing The Game: The Sims Onlineand Ksim Bauhaus Radio. [AoIR 2003]
Abstract:

Southern, M., (2002), The Cultural Study of Games: More Than Just Games, IGDA.org.
Full piece:  

Spaight, T (2003), Who Killed Ms. Norway?, State of Play Conference Proceedings, New York Law School (publication details pending).

St. Clair, J., (2004), Project Arcade : Build Your Own Arcade Machine, John Wiley & Sons.

Stald, G., (2002), Meeting in the Combat Zone. Online Multiplayer Computer Games as Spaces for Social and Cultural Encounters, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Stald, G., (2003), Forum Cyberium. Freedom Of Speech (Plus Questions Of Modality And Normativity) In Online Gaming Communication. [AoIR 2003]
Abstract:

Stentz, Z. (1998), Vulcan Love Slave, metroactive.com, available online at http://www.metroactive.com/papers/metro/05.07.98/tv-9818.html accessed on 15.07.2002. 

Stern, E.. (2002), A Touch of Medieval: Narrative, Magic and Computer Technology in Massively Multiplayer Computer Role-Playing Games, Computer Games and Digital Cultures Conference Proceedings, Ed. Frans Mayra; Tampre University Press. [MMORPG][CGDC]

Sternheimer, K., (2003), It's Not The Media: The truth about Pop Culture's influence on Children, Boulder, CO: Westview Press. [VIOLENCE]

Stephens, M., (2002), Sales of in-game assets: an illustration of the continuing failure of intellectually property law to protect digital content creators, 80 Texas L R 1513. [IPR] Draft can be found here:
- Very good summary of copyright and other laws and how they fail to pertain to digital assets.

Stephenson, N. (1993), Snowcrash. New York: Bantam.
- The other seminal cyberpunk / VW novel.

Stewart, C. & Gil-Egui, G., (2003), Applying The Public Trust Doctrine To The Governance Of Content-Related Internet Resources. [AoIR 2003]
Abstract:

Stockburger, A., (2002), HEAD LEFT - CLIMB UP - JUMP IN: What do Walkthrough texts reveal about representational navigable spaces in computer games?, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002][CHEATING]Abstract:

Stone, S., (1991), Will the Real Body Please Stand Up?, Cyberspace: First Steps, ed. Michael Benedikt, Cambridge: MIT Press, 81-118.

Suler, J.R. & Phillips, W., (1998), The Bad Boys of Cyberspace: Deviant Behavior in Multimedia Chat Communities, CyberPsychology and Behavior, 1, 275-294. [CHEATING]
Full version:

Sutton-Smith, B., (1997), The Ambiguity of Play, Harvard University Press. 
- The best book I know on the nature of play.

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Takahashi, D., (2002), Opening the Xbox : Inside Microsoft's Plan to Unleash an Entertainment Revolution, Prima Lifestyles.

Tavani, H. T., (2000), Privacy and the Internet, Boston College Intellectual Property Forum. [2000 B.C. Intell. Prop. & Tech. F. 041901]
Text:

Taylor, A., (2002), My story: Girls playing games, in King, L. (Ed.), Game on: The history and culture of video games (pp. 56-57). New York: Universe Publishing.

Taylor, T.L., (2004), The Social Design of Virtual Worlds: Constructing the User and Community Through Code, in Internet Research Annual Volume 1: Selected Papers from the Association of Internet Researchers Conferences 2000-2002. New York: Peter Lang, forthcoming.

Taylor, T.L., (2003), Power Gamers Just Want To Have Fun?: Instrumental Play In A MMOG, in M. Copier and J. Raessens (eds.), Level Up Games Conference Proceedings. Utrecht: Universiteit Utrecht , 2003 and (in Danish) Digital Communication & Design, I. Engholm & L. Klastrup (Eds.) Denmark: Gyldendal, forthcoming. [CHEATING]

Taylor, T.L., (2003), Multiple Pleasures: Women and Online Gaming, Convergence, Vol. 9, No.1, 21-46, Spring 2003.

Taylor, T.L., (2003), Intentional Bodies: Virtual Environments and the Designers Who Shape Them, International Journal of Engineering Education, Vol.19, No.1, 25-34, 2003.

Taylor, T.L., (2003), Living Digitally: Embodiment in Virtual Worlds, in The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments, R. Schroeder (ed.) London: Springer-Verlag, 2002.

Taylor, T.L., (2002), "Whose game is this anyway?": Negotiating corporate ownership in a virtual world, Computer Games and Digital Cultures Conference Proceedings, Ed. Frans Mayra, Tampere University Press, p227-242. [MMORPG][CGDC]

Taylor, T.L., (1999), Life in Virtual Worlds: Plural Existence, Multi-modalities, and Other Online Research Challenges, American Behavioral Scientist, Vol.43, No.3, 435-449, 1999.

Taylor, T.L. & Jakobsson, M., (2003), The Sopranos Meets EverQuest: Socialization Processes in Massively Multiuser Games, Digital Arts and Culture (DAC) 2003 Streaming Wor(l)ds Conference Proceedings, Melbourne, Australia, May 2003. [MMORPG][DAC 2003]
Paper:

Taylor, T.L. & Kolko, B., (2004), Boundary Spaces: Majestic and the Uncertain Status of Knowledge, Community, and Self in a Digital Age, Information, Communication & Society, forthcoming.

Thompson, C., (2002), Violence and the political life of video games, in King, L. (Ed.), Game on: The history and culture of video games (pp. 22-31). New York: Universe Publishing.

Tosca, S., (2002), Games ARE the New Black, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Turkle, S., (1995), Tiny sex and gender trouble, in Life on the screen (pp. 210-232). New York: Simon & Schuster.

Turkle, S., (1995), Life on the Screen : Identity in the Age of the Internet, Simon and Schuster. 

Tushnet, R., (1997), Legal Fictions: Copyright, Fan Fiction, and a New Common Law, Loyola of Los Angeles Entertainment Law Journal, (17 Loy. L.A. Ent. L.J. 651) [IPR]

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Van Burnham, (2003), Supercade: A Visual History of the Videogame Age 1971-1984, MIT Press.

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Walther, B., (2002), Gaming and Playing: Reflections and Classifications, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Wardrip-Fruin, N. & Harrigan, N., (2004), First Person : New Media as Story, Performance, and Game, MIT Press.

Wiemker, M., (2002), "Where does reality stop... and the game begin?" - Postmodern media-reality - a sociological analysis of media discourses, cultures of simulations and gaming future exemplified by the film eXistenZ (1998) from David Cronenberg, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Wilhelm, P., (2002), Videogame Ratings and Regulation in the United States, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract

Williams, D., (2003), Bridging, Bonding And Slaying The Evil Foo: Social Capital In An Online Game. [AoIR 2003]
Abstract:

Williams, D., (2003), The Video Game Lightning Rod, Information, Communication and Society, December 2003, vol. 6, iss. 4, pp. 523-550(28).

Williams, D,. (2002), The Social Construction of Video Games, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2003]
Abstract:

Williams, D., (2002), Structure and Competition in the U.S. Home Video Game Industry, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

Winnicot, D. W., (1971), Playing and Reality, Routledge.

Wolf, M.& Perron, B., (2003), The Video Game Theory Reader, Routledge.

Wolf, (2002), The Medium of the Video Game, Univ of Texas Press.
- Includes: Space in the video game (C3 pp. 51-75), Time in the video game (C4 pp. 77-91).

Wrinn, G (2000) post on EverQuest game forum (http://eq.castersrealm.com/viewarticle.asp?Article=1613)

Wu, T., (1999), Application- Centred Internet Analysis, Virginia Law Review [85 Va. L. Rev. 1163 (1999)].

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None

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Yu, H., (2002), Effects of Competitive Videogame Playing on Players' Affects and Self-Ascribed Toughness, Playing With the Future: Development and Directions in Computer Gaming, CRIC, University of Manchester, 2002. [PWTF CRIC 2002] Abstract:

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Zimmerman, E. (2003), The Immersive Fallacy, State of Play Conference Proceedings, New York Law School (publication details pending).

Žižek, S. (1997), The plague of Fantasies, Verso, p127-167.

Zyda, M. (2003), Next-Generation Government Gaming, State of Play Conference Proceedings, New York Law School (publication details pending).

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