Game Development Reference
In-Depth Information
Chapter 2
1 Celia Pearce,
Communities of Play: Emergent Cultures in Multiplayer Games and
Virtual Worlds
(Cambridge, MA: MIT Press, 2009).
2 “
Lord of the Rings
(board game),” 2014 (accessed July 09, 2014),
http://
3 Juan José Fernández, “Board Game Sales Stats (Now with Sources),” September 12,
2009 (accessed July 09, 2014),
http://www.boardgamegeek.com
/geeklist/22976/
board-game-sales-stats-now-with-sources/page/6?.
4 Kevin Yore, “Dice and Digital—Rehabilitating the Board Game Geek,”
BBC News,
March 01, 2013 (accessed June 01, 2014),
http://www.bbc.com/
news/business-
21615083, ¶16.
5 José P. Zagal, Jochen Rick, and Idris Hsi, “Collaborative Games: Lessons Learned
from Board Games,”
Simulation and Gaming
37, no. 1 (2006): 28.
6 Reiner Knizia, “he Design and Testing of the Board Game—
Lord of the Rings
,” in
Rules of Play: Game Design Fundamentals
, eds. Katie Salen and Eric Zimmerman
(Cambridge, MA: MIT Press, 2004), 22.
7 “How Big Is It?” 2004 (accessed July 09, 2014),
https://web.archive.org/
8 Parlett,
Oxford,
7.
9 Salen and Zimmerman,
Rules of Play
, 6
.
10 Brian Sutton-Smith,
he Ambiguity of Play
(Boston: Harvard University Press, 1997)
,
1.
11 Salen and Zimmerman
, Rules of Play
, 304.
12 Booth,
Digital Fandom
.
13 Huizinga,
Homo Ludens
.
14 Jon Dovey and Helen W. Kennedy,
Game Cultures: Computer Games as New Media
(Maidenhead, UK: McGraw-Hill, 2006), 102.
15 Jenkins,
Convergence Culture
, 18; Henry Jenkins, Sam Ford, and Joshua Green,
Spreadable Media: Creating Value and Meaning in a Networked Culture
(New York:
New York University Press, 2013).
16 Salen and Zimmerman
, Rules of Play
, 104.
17 Wagner,
Godwired
, 63.
18 Roger Silverstone,
Why Study the Media?
(London: Sage, 1999), 64, cited in Hills,
Fan Cultures
, 90.
19 Shanley Dixon and Sandra Weber, “Playspaces, Childhood, and Video Games,”
in
Growing Up Online: Young People and Digital Technologies
, eds. Sandra Weber
and Shanley Dixon (New York: Palgrave, 2007), 15; see Mimi Ito,
Hanging Out,
Messing Around, and Geeking Out: Kids Living and Learning with New Media
(Cambridge, MA: MIT Press, 2010).
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