Beruflich Dokumente
Kultur Dokumente
Baldurs Gate II & Heroes of Might & Magic IV, A hovedfag thesis for the
cand.philol. degree in Media Studies, Bergen, 2003.
. 22, 25,
Rauch Peter E., Playing with Good and Evil: Videogames and Moral Philosophy, .
, 2007
. 24
Bell Peter D., Video Game Value and Exchange Aesthetics, Washington, 2004.
. 46
Bissell Tom, Extra Lives: Why Video Games Matter, . Pantheon Books, New York
2010.
. 63
. 21, 108
. 36, 37
Norman Fredrik, The Late Modern Heros Quest for Meaning A case study on the
psychological construction of meaning and play, ritualization, and, quests in video
games in late modern Sweden, Uppsala University.
. 37
Nacke Lennart, Lindley Craig A., Affective Ludology, Flow and Immersion in a
First-Person Shooter: Measurement of Player Experience, . 1-21,
http://arxiv.org/ftp/arxiv/papers/1004/1004.0248.pdf
. 8
http://publishup.uni-potsdam.de/opus4-ubp/frontdoor/index/index/docId/2558.
. 330
Prince of Persia - the Two Thrones: Producer Ben Mattes tells a tale of two princes,
. Computer Gaming World, . 260, 2006, . 22.
Alison Gazzard, Unlocking the Gameworld: The Rewards of Space and Time in
Videogames, http://gamestudies.org/1101
King Geoff, Krzywinska Tanya, Tomb Raiders and Space Invaders Videogame Forms
and Contexts, . I.B.Tauris & Co Ltd, New York 2006.
. 91-93.
. 45,
Frasca Gonzalo, Play the Message: Play, Game and Videogame Rhetoric, Denmark
2007.
. 83,
Loguidice, Bill, Barton Matt, Vintage games : an insider look at the history of Grand
Theft Auto, Super Mario, and the most influential games of all time, . Elsevier
Burlington 2009.
Rouse Richard, Game Design: Theory & Practice, Wordware Publishing, Plano
20052.
. 480,
Costikyan Greg, I Have No Words & I Must Design: Toward a Critical Vocabulary
for Games, Proceedings of Computer Games and Digital Cultures Conference, ed.
Frans Myr, Tampere University Press, 2002, . 9 - 33,
www.geocities.com/SiliconValley/Bay/2535/nowords.html.
. 15,
Poole Steven, Trigger Happy: Videogames and the Entertainment Revolution, 2077,
http://stevenpoole.net/
. 78,
. 149,
Last Jonathan V., Games People PlayTogether, Riley Naomi Schaefer, Rosen
Christine, Acculturated: 23 Savvy Writers Find Hidden Virtue in Reality TV, Chic Lit,
Video Games, and Other Pillars of Pop Culture, Templeton Press, West
Conshohocken, 2011, . 79 88.
. 86,
Fullerton Tracy, Swain Christopher, Hoffman Steven S., Game Design Workshop: A
Playcentric Approach to Creating Innovative Games, Morgan Kaufmann Publishers-
Elsevier, Burlington 20082.
. 189,
David Thomas, Kyle Orland, Scott Steinberg, The Videogame Style Guide and
Reference Manual, . The International Game Journalists Association, Games Press,
Power Play Publishing, 2007.
. 75,
. 79,
. 19,
Ryan Jeff, Super Mario: how Nintendo conquered America, . Portfolio Penguin,
2011.
. 111-112,
Turkle Sherry, The Second Self: Computers and the Human Spirit, The MIT Press,
Cambridge 2005.
. 32,
Kushner David, Masters of Doom: how two guys created an empire and transformed
Pop Culture, Piatkus, London 2012.
. 48 , 92, 96,
Atkins Barry, More than a Game: the computer game as fictional form, Manchester
University Press, 2003.
. 59, 60, ,
67, 68 , 71 ,
Castronova Edward, Synthetic Worlds: the Business and Culture of Online Games, the
University of Chicago Press, 2006.
Sanches Joo Diniz, The Video Gaming Manual: the Essential Guide to Modern and
Retro Gaming Platforms, Haynes Publishing, Sparkford 2009.
. 57,
Bogost Ian, Persuasive Games: the Expressive Power of Videogames, The MIT Press,
Cambridge, 2007.
. 285, ,
Fernndez-Vara Clara, Grigsby Neal, Glinert Eitan, Tan Philip, Jenkins Henry,
Between Theory and Practice: The Gambit Experience, Wolf Mark J. P., Perron
Bernard, The Video Game Theory Reader 2, . Routledge, New York 2009, .
253-271.
. 261,
. 116,
. 113, 114,
Gee James Paul, Semiotic Domains: Is Playing Video Games a Waste of Time?,
Katie Salen, Eric Zimmerman, The Game Design Reader: A Rules of Play
Anthology, The MIT Press, Cambridge 2006, . 228-267.
. 256, 257,
. 384, 385,
. 451,
Robinett Warren, Adventure as a Video Game: Adventure for the Atari 2600,
Katie Salen, Eric Zimmerman, The Game Design Reader: A Rules of Play Anthology,
The MIT Press, Cambridge 2006, . 690-713.
. 693,
. 137, 138,
. 175,
Herz J. C., Joystick Nation: How videogames ate our quarters, won our hearts, and
rewired our minds, . Little, Brown and Company, Toronto 1997.
. 144,
Melissinos Chris, O Rourke Patrick, The Art of Video Games: From Pac-Man to
Mass Effect, Welcome Books, New York 2012.
. 38,