Game Development Reference
In-Depth Information
17. Ibid., 635.
18. Jesper Juul, “What Computer Games Can and Can't Do” (paper presented at
the Digital Arts and Culture Conference, Bergen, 2000).
19. Espen Aarseth, “Playing Research: Methodological Approaches to Game
Analysis” (paper presented at the Digital Arts and Culture Conference, Mel-
bourne, Australia, 2003).
20. Mia Consalvo and Nathan Dutton, “Game Analysis: Developing a Method-
ological Toolkit for the Qualitative Study of Games,” Game Studies 6, no. 1
(2006).
21. Mia Consalvo, Cheaters: Gaining Advantage in Videogames (Cambridge,
MA: MIT Press, 2007).
22. Gerard Genette, Paratexts: Thresholds of Interpretation (Cambridge: Cam-
bridge University Press, 1997).
23. Consalvo, Cheaters: Gaining Advantage in Videogames , 8.
24. Michael Hardt and Antonio Negri, Empire (Cambridge, MA: Harvard Uni-
versity Press, 2000).
25. Nick Dyer-Witheford and Greig de Peuter, Games of Empire: Global Capital-
ism and Video Games (Minneapolis: University of Minnesota Press, 2009).
26. Alexander R. Galloway, Gaming: Essays on Algorithmic Culture (Minne-
apolis: University of Minnesota Press, 2006), 104.
27. Ibid., 2.
28. Ibid., 104.
29. Bogost, Persuasive Games: The Expressive Power of Videogames , 3.
30. Ian Bogost, “Videogames and Ideological Frames,” Popular Communica-
tion 4, no. 3 (2006): 168.
31. Ian Bogost, “The Rhetoric of Video Games,” in The Ecology of Games:
Connecting Youth, Games and Learning , ed. Katie Salen (Cambridge, MA:
MIT Press, 2008), 125.
32. Ibid. Emphasis in the original.
33. Bogost, Persuasive Games: The Expressive Power of Videogames , 3.
34. Mark Silverman and Bart Simon, “Discipline and Dragon Kill Points in the
Online Power Game,” Games and Culture 4, no. 4 (2009).
35. Lisbeth Klaustrup and Susana Tosca, '”Because it Just Looks Cool!' Fashion
as Character Performance: The Case of WoW,” Journal of Virtual Worlds
Research 1, no. 3 (2009).
36. David L eonard, “Vir tual Gangsters, Coming to a Suburban Home Near You:
Demonization, Commodifi cation, and Policing Blackness,” in The Meaning
and Culture of Grand Theft Auto: Critical Essays , ed. Nate Garrelts (Jef-
ferson, NC: McFarland & Company, 2006).
37. Bogost, “The Rhetoric of Video Games,” 137.
38. Bogost, “Videogames and Ideological Frames,” 46.
39. Bogost, “The Rhetoric of Video Games.”
40. Bogost, Persuasive Games: The Expressive Power of Videogames .
41. Gerald A. Voorhees, “I Play Therefore I Am: Sid Meier's Civilization, Turn-
Based Strategy Games and the Cogito,” Games and Culture 4, no. 3 (2009):
256.
42. Gerald A. Voorhees, “The Character of Dif erence: Procedurality, Rhetoric,
and Roleplaying Games,” Game Studies 9, no. 2 (2009): para. 9.
43. Ryan M. Moeller, Bruce Esplin, and Steven Conway, “Cheesers, Pullers,
and Glitchers: The Rhetoric of Sportsmanship and the Discourse of Online
Sports Gamers,” Game Studies 9, no. 2 (2009): para. 1.
44. The notion of a magic circle was introduced by Johan Huizenga in Homo
Ludens . The basic idea is that people play games in a magic circle that is
separated from everyday life.
 
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