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://
en.wikipedia.org/wiki/Lord_of_the_Rings_(board_game).
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/
web/20071013162924/http://spielboy.com/printrun.php.
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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