Game Development Reference
In-Depth Information
20 Booth, Digital Fandom , 2.
21 Koster, heory of Fun.
22 Caillois, Man, Play, and Games , 6.
23 Costikyan, Uncertainty in Games , 13.
24 Umberto Eco, “Casablanca: Cult Movies and Intertextual Collage,” in Travels in
Hyper Reality: Essays (New York: Harcourt Brace, 1986), 198.
25 Sara Gwenllian-Jones, “Starring Lucy Lawless ? Continuum: Journal of Media &
Cultural Studies 14, no. 1 (2000): 12-13.
26 Woods, Eurogames, 76.
27 Kevin Jacklin, “Simply Knizia,” in Tabletop: Analog Game Design , eds. Greg
Costikyan and Drew Davidson (US: ETC Press, 2011), 56.
28 Zagal, Rick, and Hsi, “Collaborative Games,” 30.
29 Knizia, “he Design and Testing of the Board Game,” 22-23.
30 Jane Chance, he Lord of the Rings: he Mythology of Power , rev. ed. (Lexington,
KY: he University Press of Kentucky, 2001), 45, 96.
31 David Harvey, A Brief History of Neoliberalism (Oxford: Oxford University Press,
2005).
32 Sutton-Smith, Ambiguity of Play , 103-6.
33 Elias, Garield, and Gutschera, Characteristics of Games, 64n2, 22-23.
34 Mark Deuze, “Convergence Culture in the Creative Industries,” International
Journal of Cultural Studies 10, no. 2 (2007); Henry Jenkins, “he Cultural Logic
of Media Convergence,” International Journal of Cultural Studies 7, no. 1 (2004);
Jenkins, Convergence Culture.
35 Jenkins, Convergence Culture , 2.
36 Deuze, “Convergence,” 259.
37 Gray, Show Sold Separately, 6.
38 Knizia, “he Design and Testing of the Board Game,” 23.
39 All images, this chapter: he copyrightable portions of he Lord of the Rings: he
Board Game and its expansions are ©2001-2010 Sophisticated Games, Ltd.
Lord of the Rings and the characters, events, items and places therein, are
trademarks of he Saul Zaentz Company d/b/a Middle-Earth Enterprises and
are used under license by Sophisticated Games, Ltd. and their respective licensees.
Fantasy Flight Supply is a trademark of Fantasy Flight Publishing, Inc.
40 Gray, Show Sold Separately , 178, citing Ellen Seiter, Sold Separately: Children
and Parents in Consumer Culture (New Brunswick, NJ: Rutgers University Press,
1995), 191.
41 Graham Meikle and Sherman Young, Media Convergence: Networked Digital
Media in Everyday Life (Houndsmill, UK: Palgrave Macmillan, 2012), 9.
42 Knizia, “he Design and Testing of the Board Game,” 24-26.
Search WWH ::




Custom Search