Game Development Reference
In-Depth Information
Chapter 1
1 Ira Fay, “Filtering Feedback,” in Tabletop: Analog Game Design , eds. Greg
Costikyan and Drew Davidson (US: ETC Press, 2011), 62.
2 Salen and Zimmerman , Rules of Play, 117.
3 Elias, Garield, and Gutschera, Characteristics of Games .
4 Rachel Wagner, Godwired: Religion, Ritual and Virtual Reality (New York:
Routledge, 2012), 64.
5 Huizinga, Homo Ludens, 13.
6 Roger Caillois, Man, Play, and Games (Chicago: University of Illinois Press, 1961),
7, 10.
7 Tom Dowd, Michael Niederman, Michael Fry, and Joe Steif, Storytelling Across
Worlds: Transmedia for Creatives and Producers (New York: Focal Press, 2013);
Sara Gwenllian Jones, “he Sex Lives of Cult Television Characters,” Screen 43,
no. 1 (2002); Andrea Phillips, A Creator's Guide to Transmedia Storytelling: How
to Captivate and Engage Audiences Across Multiple Platforms (Columbus, OH:
McGraw-Hills, 2012).
8 Arthur C. Clarke, Proiles of the Future (London: Gollancz, 1962), 21.
9 Diamond Book Distributors, 2011 (accessed July 08, 2014), http://www.
diamondbookdistributors.com /downloads/DBDProse2011.pdf.
10 Wilson, “One Story.”
11 Robert M. Price, “With Strange Aeons: H. P. Lovecrat's Cthulhu Mythos as One
Vast Narrative,” in hird Person: Authoring and Exploring Vast Narratives , eds. Pat
Harrigan and Noah Wardrip-Fruin (Cambridge, MA: MIT Press, 2009), 225.
12 Robert M. Price, “Lovecrat's 'Artiicial Mythology,” in An Epicure in the Terrible:
A Centennial Anthology of Essays in Honor of H. P. Lovecrat , eds. David E. Schultz
and S. T. Joshi (Cranbury, NJ: Associated University Presses, 1991), 247.
13 Gavia Baker-Whitelaw, “'Star Wars' Just Nuked Its Entire Expanded Universe,”
Daily Dot , April 26, 2014 (accessed April 26, 2014), http://www.dailydot.com /
geek/star-wars-expanded-universe-not-canon/.
14 Price, “With Strange Aeons,” 231; David E. Schultz, “From Microcosm to
Macrocosm: he Growth of Lovecrat's Cosmic Vision,” in An Epicure in the
Terrible: A Centennial Anthology of Essays in Honor of H. P. Lovecrat , eds. David
E. Schultz and S. T. Joshi (Cranbury, NJ: Associated University Presses, 1991), 199.
15 Salen and Zimmerman , Rules of Play, 120-30.
16 Flanagan, Critical Play, 8.
17 Matthew Berland, “Understanding Strategic Boardgames as Computational-
hinking Training Machines,” in Tabletop: Analog Game Design , eds. Greg
Costikyan and Drew Davidson (US: ETC Press, 2011), 171.
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