Game Development Reference
In-Depth Information
43 Elana Shefrin, “ Lord of the Rings, Star Wars , and Participatory Fandom: Mapping
New Congruencies between the Internet and Media Entertainment Culture,”
Critical Studies in Media Communication 21, no. 3 (2004): 263.
44 Ernest Mathijs, “Popular Culture in Global Context: he Lord of the Rings
Phenomenon,” in he Lord of the Rings: Popular Culture in Global Context ,
ed. Ernest Mathijs (London: Walllower Press, 2006), 1-2.
45 J. R. R. Tolkien, he Lord of the Rings: he Fellowship of the Ring, 2nd ed.
(London: HarperCollins, 1966), xvii, cited in Mathijs, “Popular Culture in Global
Context,” 2.
46 Mathijs, ed., he Lord of the Rings ; Jim Smith and J. Clive Matthews, he Lord of
the Rings: he Films, the Books, the Radio Series (London: Virgin Books, 2004).
47 Chance, he Lord of the Rings , 1.
48 Zagal, Rick, and Hsi, “Collaborative Games,” 32.
49 Zagal, Rick, and Hsi, “Collaborative Games,” 33.
50 Knizia, “he Design and Testing of the Board Game,” 22.
51 Lord of the Rings , 12.
52 Zagal, Rick, and Hsi, “Collaborative Games,” 30.
53 Lancaster, Interacting with Babylon, 5 .
54 Pat Harrigan and Noah Wardrip-Fruin, Introduction to hird Person: Authoring
and Exploring Vast Narratives , eds. Pat Harrigan and Noah Wardrip-Fruin
(Cambridge, MA: MIT Press, 2009), 2-3.
55 Smith and Matthews, he Lord of the Rings.
56 Clint Hocking, “Ludonarrative Dissonance in BioShock ,” Clicknothing: Design from
a Long Time Ago , October 07, 2007 (accessed May 13, 2013), http://clicknothing.
typepad.com/click_nothing/2007/10/ludonarrative-d.html; Noah Wardrip-Fruin
and Pat Harrigan, eds, First Person: New Media as Story, Performance, and Game
(Cambridge, MA: MIT Press, 2004).
57 Stöckmann and Jahnke, “Playing by the Book,” 129, 142.
58 Jane McGonigal, Reality is Broken: Why Games Make Us Better and How hey Can
Change the World (New York: Penguin, 2011), 32.
59 Smith and Matthews, Lord of the Rings .
60 Stöckmann and Jahnke, “Playing by the Book,” 143.
61 Gary Alan Fine, Shared Fantasy: Role Playing Games as Social Worlds (Chicago, IL:
University of Chicago Press, 2002), 165.
62 See, regarding video games, Matt Garite, “he Ideology of Interactivity or, Video
Games and the Taylorization of Leisure,” Level Up, Digital Games Research
Association Conference DiGRA , Utrecht, 2003 (accessed May 14, 2013), http://
www.digra.org /wp-content/uploads/digital-library/05150.15436.pdf.
63 Chance, he Lord of the Rings .
Search WWH ::




Custom Search