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[previous section] [table of contents] [next section] 6. BibliographyAarseth, Espen J., Cybertext: perspectives on ergodic literature, Baltimore, The Johns Hopkins University Press, 1997. Aarseth, Espen J., ‘From games to game studies: how to build your own department’, paper presented at the From Space War! to the Ivory Tower conference, May 26, 2003. Anonymous, ‘Wing Commander IV: the price of freedom review’, Computer games online, http://www.cdmag.com, 1996, http://www.cdmag.com/simulation_vault/wing_commander_iv/page1.html. Aronson, Linda, Scriptwriting updated: new and conventional ways of writing for the screen, St Leonards, Allen & Unwin, 2000. Bates, Bob, Game design: the art and business of creating games, Roseville, Prima Publishing, 2001. Berger, Arthur Asa, Video games: a popular culture phenomenon, New Brunswick, Transaction Publishers, 2002. Bordwell, David, Narration in the fiction film, Madison, The University of Wisconsin Press, 1985. Bordwell, David, and Thompson, Kristin, Film art: an introduction, New York, McGraw-Hill, 2001. Brand, Jeff, Knight, Scott, and Majewski, Jakub, The diverse worlds project, unpublished. Clayton, Owen, ‘“How appropriate. You fight like a corporation”: consumerism and cultural tourism in the Monkey Island games’, The Scumm Bar, http://www.scummbar.com, 2002, http://www.scummbar.com/uploads/FinishedMonkeyIslandessay.doc Dancyger, Ken, and Rush, Jeff, Alternative scriptwriting, Boston, Focal Press, 2002. Eskelinen, Markku, ‘The gaming situation’, Game studies, http://www.gamestudies.org, vol. 1 no. 1, 2001, http://www.gamestudies.org/0101/eskelinen/. Falstein, Noah, ‘Beyond “save the world”’, Game developer, San Francisco, April 2003, p. 28. Finn, Mark, ‘Computer games and narrative progression’, M/C: a journal of media and culture, http://www.media-culture.org.au/archive.html#game, vol. 3 no. 5, 2000, http://www.media-culture.org.au/0010/narrative.html. Herz, J. C., Joystick nation, London, Abacus, 1997. Huizinga, Johan, Homo Ludens, Boston, The Beacon Press, 1955. Jenkins, Henry, and Cassell, Justine (eds.), From Barbie to Mortal Kombat: gender and computer games, Cambridge, The MIT Press, 1999. Jenkins, Henry, and Chisholm, Alex, Aesthetics of game design, http://web.mit.edu/cms/games/aesthetics.html, 2000. Jenkins, Henry, and Fuller, Mary, Nintendo and new world travel writing: a dialogue, http://www.rochester.edu/College/FS/Publications/FullerNintendo.html, 1995. Juul, Jesper, A clash between game and narrative, http://www.jesperjuul.dk/thesis/, 2001. Juul, Jesper, ‘Games telling stories?’, Game studies, http://www.gamestudies.org, vol. 1 no. 1, 2001, http://www.gamestudies.org/0101/juul-gts/. Juul, Jesper, Time to play – an examination of game temporality, http://www.jesperjuul.dk/text/timetoplay/, 2002. King, Geoff, and Krzywinska, Tanya (eds.), Screenplay: cinema/videogames/interfaces, London, Wallflower Press, 2002. Kirksæther, Jørgen, The structure of video game narration, http://cmc.uib.no/dac98/papers/kirksaether.html, 1998. Lancaster, Kurt, Warlocks and warpdrive, Jefferson, McFarland & Company, Inc., 1999. Lancaster, Kurt, and Mikotowicz, Tom (eds.), Performing the force, Jefferson, McFarland & Company, Inc., 2001. Laurel, Brenda, Computers as theatre, Reading, Addison-Wesley Publishing Company, 1998. Maclean, Marie, Narrative as performance, New York, Routledge, 1988. McKee, Robert, Story, New York, ReganBooks, 1997. Murray, Janet H., Hamlet on the holodeck: the future of narrative in cyberspace, New York, The Free Press, 1997. Newman, James, ‘The myth of the ergodic videogame’, Game studies, http://www.gamestudies.org, vol. 2 no. 1, 2002, http://www.gamestudies.org/0102/newman/. Poole, Steven, Trigger happy: videogames and the entertainment revolution, New York, Arcade Publishing, 2000. Rouse III, Richard, Game design: theory & practice, Plano, Wordware Publishing, Inc., 2001. Ryan, Marie-Laure, ‘Beyond myth and metaphor’, Game studies, http://www.gamestudies.org, vol. 1 no. 1, 2001, http://www.gamestudies.org/0101/ryan/. Saltzman, Mark (ed.), Game design: secrets of the sages, Indianapolis, Macmillan Publishing, 2000. Smith, Greg M. (ed.), On a silver platter: CD-ROMs and the promise of a new technology, New York, New York University Press, 1999. Talbot, Ben, ‘Compete, command and conquer: playing for space at the international games cultures conference’, Intensities, http://www.cult-media.com, no. 2, 2001, http://www.cult-media.com/issue2/CMRtalb.htm. Vogler, Christopher, The writer’s journey, London, Pan Books, 1999. Walton, Saige, ‘Showcasing the spectacular’, Metro, no. 134, 2002, pp. 234-239. Wiener, Rex, ‘CD shoots now major league’, Variety, 21-27 August, 1995, p. 24. Wright, Talmadge, Boria, Eric, and Breidenbach, Paul, ‘Creative player actions in FPS online video games’, Game studies, http://www.gamestudies.org, vol. 2 no. 2, 2002, http://www.gamestudies.org/0202/wright/. |
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