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.
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