Appendix Bibliography

Appendix Bibliography

Bibliography Aarseth, E. J. (1997). Perspectives on Ergodic Literature. Baltimore and London: The John Hopkins University Press. Aarseth, E. J. (2001a). Allegories of Space: the question of spatiality in computer games. In M. Eskelinen, & R. Koskimaa (Eds.), Cybertext Yearbook 2000 (pp. 152-171). Jyväskylä, Finland: Research Centre for Contemporary Culture University of Jyväskylä. Aarseth, E. J. (2001b, July). Computer Game Studies, Year One. Gamestudies , 1 . Retrieved September 2009, from Game Studies: http://gamestudies.org/0101/editorial.html Aarseth, E. J. (2004). Quest Games as Post-Narrative Discourse. In M. L. Ryan (Ed.), Narrative across Media: The Languages of Storytelling (pp. 362-376). Lincoln & London: University of Nebraska Press. Adams, E. (2002, October 9). The Role of Architecture in Videogames. Retrieved April 2008, from Gamasutra: http://www.gamasutra.com/features/20021009/adams_01.htm Adams, E. (2003). The Construction of Ludic Space. In M. Copier, & J. Raessens (Ed.), Level Up: Digital Games Research Conference. Utrecht. Adams, R. (n.d.). The Crowther and Woods 'Colossal Cave Adventure' game: Here's where it all began... Retrieved April 2008, from The Collosal Cave Adventure page: http://www.rickadams.org/adventure/a_history.html Addams, S. (1990). The Official Book of Ultima. Radnor, Pennsylvania: Compute! Publications Inc. Altman, R. (1989). The American Film Musical. London: Indiana University Press. Altman, R. (1999). Film / Genre (2009 edition). Palgrave Macmillan. Alvarez, J., & Djaouti, D. (2006-present). The online classification of videogames. Retrieved from Game Classification: http://www.gameclassification.com/EN/about/bricks.html Ammelrooy van, P. (2009, November 25). Schaarste gaat aan gamer voorbij. Volkskrant. Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence (27), pp. 113-122. Anderson, T. (1985). The New Zork Times , 4 (1). Appelman, N. (2009). Verschilt de manier waarop geluid het genre horror ondersteunt en definieert in de computergame silent hill 2: restless dreams (2001) en de film the blair witch project? Amsterdam: Unpublished BA thesis. Arnold, M. (2002, July 11). MAKING BOOKS; Book Parties With Togas. Retrieved February 15, 2009, from The New York Times: http://query.nytimes.com/gst/fullpage.html?res=990CE2D61530F932A25754C0A9649 C8B63 Arts, A. (1980). Het Traject van THE BIG SLEEP. In C. Metz, & E. De Kuyper (Eds.), Seminar Semiotiek van de Film. Over Christian Metz (pp. 131-140). Nijmegen: SUN. Ashcraft, B. (2008, October 14). Barack Obama Campaigns on Burnout Paradise. Retrieved October 15, 2008, from Kotaku": http://kotaku.com/5063001/barack- obama-campaigns-on-burnout-paradise Baetens, J., de Bloois, J., Masschelien, A., & Verstraete, G. (2009). Culturele Studies: Theorie in de praktijk. Nijmegen: Vantilt. BAFTA. (2010, March 19). Shigeru Miyamoto - Academy Fellow in 2010. Retrieved September 16, 2010, from British Acadamy of Film and Television: http://www.bafta.org/awards/video-games/miyamoto-fellow,1032,BA.html Baker, N. (2010, August 9). Annals of Technology: Painkiller Deathstreak, Adventures in video games. The New Yorker , pp. 52-59. 283 Bibliography Bakhtin, M. M. (1982). The Dialogic Imagination: Four Essays (University of Texas Press Slavic Series edition). (M. Holquin, Ed., V. Liapunov, & K. Brostrom, Trans.) Austin: University of Texas Press. Bartle, R. (1990, November 15). Early MUD History. Retrieved September 15, 2004, from MUSE: multi-user entertainment ltd: http://www.mud.co.uk/richard/mudhist.htm Bateman, C., & Boon, R. (2006). 21st Century Game Design. Hingham, Massachusets: Charles River Media Inc. Bateman, C. (Ed.). (2007). Game Writing: Narrative Skills for Videogames. Boston, Massachusetts: Charles River Media. Bateman, C. (Ed.). (2009). Beyond Game Design: Nine Steps Toward Creating Better Videogames. Boston: Course Technology Cengage Learning. Berndt, H. (2009). Jongeren 2009. Amsterdam: Qrius. Bilas, S. (2000, October 11). Postmortem: Sierra Studios' Gabriel Knight 3. Retrieved April 2008, from Gamasutra: http://www.gamasutra.com/features/20001011/bilas_01.htm Bishop, D., & Wooding, B. (1985, April). Approaching Adventures. Computer Gamer (1), pp. 64-65. Bland, A. (2010, February 21). Control freak: Will David Cage's 'Heavy Rain' videogame push our buttons? Retrieved August 25, 2010, from The Independent : http://www.independent.co.uk/life-style/gaming/control-freak-will-david-cages-heavy- rain-videogame-push-our-buttons-1902630.html Bloom, C. (2002). Bestsellers: popular fiction since 1900. New York: Palgrave MacMillan. Bolter, J., & Grusin, R. (2000). Remediation: Understanding New Media. Cambridge MA; London: The MIT Press. Bordwell, D., & Thompson, K. (2001). Film Art An Introduction (6th ed.). New York: McGraw-Hill . Boyes, E. (2007, January 29). Q&A: Jane Jensen talks Gray Matter. Retrieved April 2008, from Gamespot: http://www.gamespot.com/news/6164900.html Bradbury, R., & Seymour, R. (1997). Waiting for COTS. In R. Seymour, & R. Seymour (Ed.), Proceedings of the Eighth International Coral Reef Symposium, 2, pp. 1357- 1362. Panama. Burdge, A. S., & Burke, J. (2004). Humiliated Heroes: Peter Jackson's Interpretation of The Lord of the Rings. In T. Honegger (Ed.), Translating Tolkien: Text and Film (pp. 135-164). Zurich and berne: Walking Tree Publishers. Buscombe, E. (1970 (reprint 2003)). The Idea of Genre in the American Cinema. In B. K. Grant (Ed.), Film Genre Reader III (2003 ed., pp. 12-27). Austin: University of Texas Press. Campbell, J. (1949). The Hero with a Thousand Faces (1973 ed.). Princeton: Princeton University Press. Cantor, N. F. (1991). Inventing the Middle Ages, the Lives Works and Ideas of the Great Medievalists of the Twentieth Century. New York: William Morrow and Company, Inc. Carpenter, H. (1977). J.R.R. Tolkien: a Biography. Bury St Edmunds: HarperCollins Publishers. Carpenter, H. (Ed.). (2000). The Letters of J.R.R. Tolkien. New York: Houghton Mifflin Company. Carpenter, H. (2001). Interview in Comely, B. (series editor), J.R.R. TOLKIEN MASTER OF MIDDLE EARTH. BBC Omnibus. Birkett, J. (Interviewer, editor, producer). Carroll, P. N., & Noble, D. W. (1977). The Free and the Unfree: A New History of the United States (1980 ed.). New York: Penguin Books. Carson, D. (2000, March 1). Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park industry. Retrieved April 2008, from Gamasutra: http://www.gamasutra.com/features/20000301/carson_01.htm 284 Bibliography Cawelti, J. G. (1976). Adventure, Mystery, and Romance: Formula Stories as Art and Popular Culture. Chicago: University of Chicago Press. Chacksfield, M. (2010, Februari 4). Wii dominates 2009's world's best-selling games list. Retrieved July 21, 2010, from TechRadar: http://www.techradar.com/news/gaming/wii-dominates-2009-s-world-s-best-selling- games-list-668242 Chance, J. (Ed.). (2004). Tolkien and the Invention of Myth. Lexington: University Press of Kentucky. Cohen, R. (1986, September). History and Genre. Neohelicon , 13 (2), pp. 87-105. Cook, P. (Ed.). (2007). The Cinema Book (Third edition). London: British Film Institute. Cornwell, B. (2003). Book List - The Grail Quest. Retrieved February 19, 2009, from Bernard Cornwell The Author's Official Site: http://www.bernardcornwell.net/index2.cfm?page=1&seriesid=6 Crawford, C. (1982). The Art of Computer Game Design (webversion 1997 ed.). Crawford, C. (2003). On Game Design. Indianapolis, Indiana: New Riders. Cross, T. (2008, September 25). Opinion: The ‘Distant’ Game Protagonist. Retrieved January 21, 2009, from Gamasutra: http://www.gamasutra.com/php- bin/news_index.php?story=20344 Dalen, C. (2007, November 21). MIT: Heroes, Narnia Panel Talks Transmedia Storytelling. Retrieved February 20, 2009, from Game Career Guide: http://www.gamecareerguide.com/industry_news/16294/mit_heroes_narnia_panel_ta lks_.php Day, D. (1994). Tolkien's Ring (2001 ed.). New York: Firiedman/Fairfax Publishers. Day, D. (2003). The World of Tolkien: Mythological Sources of The Lord of the Rings. London: Mitchell Beazley. DeMaria, R., & Wilson, J. L. (2002). High Score: the illustrated history of electronic games. Berkeley, Calefornia: McGraw-Hill/Osborne. DeMaria, R., & Wilson, J. L. (2004). High Score: the illustrated history of electronic games (2nd edition). Berkely, California: McGraw Hill/Osborne. DeMarle, M. (2007). NonlinearGame Narrative. In C. Bateman, (Ed.),Game Writing: Narrative Skills for Videogames. Boston, Massachusetts: Charles River Media. Depondt, P. (2010, July 24). ‘Dumas ging alle perken te buiten’ Interview Jan H. Mysjkin vertaalde ‘De graaf van Montecristo’. de Volkskrant , p. 19. Derrida, J. (1980). The Law of Genre. Glyph (7), 202-232. DeVarque, A. R. (2004). Literary Sources of Dungeons and Dragons. Retrieved June 21, 2004, from http://www.geocities.com/rgfdfaq/sources.html Djaouti, D. (2008, September 29). "Re: [GAMESNETWORK] Game Taxonomies." (email) Gamesnetwork. Djaouti, D., Alvarez, J., Jessel, J. P., Methel, G., & Molinier, P. (2008). A Gameplay Definition through Videogame Classification. International Journal of Computer Games Technology . Retrieved December 7, 2008 from http://www.hindawi.com/journals/ijcgt/2008/470350.abs.html Doniger, W. (1998). The Implied Spider: Politics & Theology in Myth. New York: Columbia University Press. Dormans, J. (2010, June 18). Adventures in level design: generating missions and spaces for action adventure games. International Conference On The Foundations Of Digital Games.

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