Game Development Reference
In-Depth Information
3 Bruce Sterling,
Shaping hings
(Cambridge, MA: MIT Press, 2005), 11.
4 Lewis Call, “Death, Sex and the Cylon: Living Authentically on
Battlestar
Galactica
,”
Science Fiction Film and Television
5, no. 1 (2012).
5 David J. Gunkel,
Hacking Cyberspace
(Boulder, CO: Westview Press, 2001); David
J. Gunkel,
he Machine Question
(Cambridge, MA: MIT Press, 2012).
6 Huizinga,
Homo Ludens
.
7 Ray Mazza, “he Greatest Git,” in
Tabletop: Analog Game Design
, eds. Greg
Costikyan and Drew Davidson (US: ETC Press, 2011), 112.
8 Karl Bergström, Stafan Björk, and Sus Lundgren, “Exploring Aesthetical
Gameplay Design Patterns—Camaraderie in Four Games,”
MindTrek
, October 06,
2010 (accessed June 01, 2014),
http://dl.acm.org/citation.cfm?id=1930493,
5.
9 Lincoln Geraghty,
American Science Fiction Film and Television
(Oxford: Berg,
2009), 118.
10 C. W. Marshall and Tifany Porter, “'I See the Patterns':
Battlestar Galactica
and the
hings hat Matter,” in
Cylons in America
, eds. Tifany Porter and C. W. Marshall
(New York: Continuum, 2008), 4.
11 Geraghty,
American Science Fiction,
62.
12 Jane Banks and Jonathan David Tankel, “Science as Fiction: Technology in Prime
Time Television,”
Critical Studies in Mass Communication
7 (1990); Ryan Britt,
“Why the 1978
Battlestar Galactica
Doesn't Suck,”
Tor.com
, March 20, 2013
(accessed June 01, 2014),
http://www.tor.com
/blogs/2013/03/why-the-1978-
battlestar-galactica-doesnt-suck; Geraghty,
American Science Fiction
; Jennifer
Stoy, “Of Great Zeitgeist and Bad Faith: An Introduction to
Battlestar Galactica,
”
in
Battlestar Galactica: Investigating Flesh, Spirit and Steel
, eds. Roz Kaverney and
Jennifer Stoy (London: IB Tauris, 2010), 2.
13 Geraghty,
American Science Fiction
, 118.
14 Vivian Sobchack,
Screening Space: he American Science Fiction Film
, 2nd ed.
(New Brunswick, NJ: Rutgers University Press, 1997), 255.
15 Paul Booth,
Time on TV: Temporal Displacement and Mashup Television
(New York: Peter Lang, 2012), 4
16 Glen Creeber,
Serial Television: Big Drama on the Small Screen
(London: BFI
Publishing, 2004), 12.
17 Geraghty,
American Science Fiction
, 120.
18 Robert W. Moore, “'To Be a Person': Sharon Agathon and the Social Expression
of Individuality,” in
Cylons in America
, eds. Tifany Porter and C. W. Marshall
(New York: Continuum, 2008), 106.
19 Bergström, Björk, and Lundgren, “Exploring Aesthetical Gameplay Design,” 2,
emphasis in original.
20 Lewis Pulsipher, “he hree Player Problem,” in
Tabletop: Analog Game Design
,
eds. Greg Costikyan and Drew Davidson (US: ETC Press, 2011), 23-24.
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