Game Development Reference
In-Depth Information
13 See Clara Fernández-Vara, Introduction to Game Analysis (New York: Routledge,
2015).
14 Raph Koster, A heory of Fun for Game Designers , 2nd ed. (Sebastopol, CA:
O'Reilly Media, 2014), 14, 52.
15 Mary Flanagan, Critical Play: Radical Game Design (Cambridge, MA: MIT Press,
2009), 67.
16 Matt Hills, “Media Fandom, Neoreligiosity, and Cult(ural) Studies,” Velvet Light
Trap 46 (2000): 73.
17 Matt Hills, “Mainstream Cult,” in he Cult TV Book , ed. Stacey Abbott (London:
IB Tauris, 2010), 67. Although he does add that it is “tricky, if not impossible,” to
fully deine the term.
18 Woods, Eurogames, 20.
19 Gérard Genette, Paratexts: hresholds of Interpretation , trans. Jane Lewin
(Cambridge: Cambridge University Press, 1997), 2.
20 Jonathan Gray, Show Sold Separately: Promos, Spoilers, and Other Media Paratexts
(New York: New York University Press, 2010), 23.
21 Gray, Show Sold Separately, 188.
22 Mia Consalvo, Cheating (Cambridge, MA: MIT Press, 2007), 8.
23 Ian Peters, “Peril-Sensitive Sunglasses, Superheroes in Miniature, and Pink Polka-
Dot Boxers: Artifact and Collectible Video Game Feelies, Play, and the Paratextual
Gaming Experience,” Transformative Works and Cultures 16 (2014), http://dx.doi.
org/10.3983/twc.2014.0509, ¶1.3
24 Bethan Jones, “Unusual Geography: Discworld Board Games and
Paratextual L-Space,” Intensities: he Journal of Cult Media 7 (2014), https://
intensitiescultmedia.iles.wordpress.com/2014/08/6-jones-unusual-geography-pp-
55-73.pdf.
25 Lincoln Geraghty, “Aging Toys and Players: Fan Identity and Cultural Capital,”
in Finding the Force of the Star Wars Franchise: Fans, Merchandise, and Critics ,
eds. Matthew Wilhelm Kapell and John Shelton Lawrence (New York: Peter
Lang, 2006), 209; see also Lincoln Geraghty, Cult Collectors (London: Routledge,
2014), 93.
26 See Britta Stöckmann and Jens Jahnke, “Playing by the Book: Literature and Board
Games at the Beginning of 21st Century,” Homo Communcativus 5 (2008), http://
www.hc.amu.edu.pl/numery/5/stockjahnke.pdf , for an exception, although they
look speciically at board games based on novels.
27 David Parlett, Oxford History of Board Games (Oxford: Oxford University Press,
1999), 7.
28 David Parlett, “Conquest,” in Tabletop: Analog Game Design , eds. Greg Costikyan
and Drew Davidson (US: ETC Press, 2011), 103.
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