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.