Game Development Reference
In-Depth Information
56 Jones, “Sex Lives,” 84.
57 Holly Blackford, “he Games People Play: Speculative Childhood and Virtual
Culture from Enter to Hunger ” in Critical Insights: Contemporary Speculative
Fiction , ed. M. Keith Booker (Amenia, NY: Grey House Publishing, 2013).
58 Blackford, “he Games People Play,” 34-35, 39.
59 Jenkins, Convergence Culture, 134.
60 Suzanne Scott, “Repackaging Fan Culture: he Regiting Economy of Ancillary
Content Models,” Transformative Works and Cultures 3 (2009), http://
dx.doi:10.3983/twc.2009.0150 , ¶1.6.
61 Sean P. Conners and Iris Shepard, “Who's Betting on he Hunger Games ? A Case
for Young-Adult Literature,” in Critical Insights: Contemporary Speculative Fiction ,
ed. M. Keith Booker (Amenia, NY: Grey House Publishing, 2013), 132.
Chapter 7
1 Lancaster, Interacting with Babylon 5, 93.
2 Flanagan, Critical Play, 65.
3 Eric Lang with Pat Harrigan, “Design Decisions and Concepts in Licensed
Collectible Card Games,” in Second Person: Role-Playing and Story in Games
and Playable Media , eds. Pat Harrigan and Noah Wardrip-Fruin (Cambridge,
MA: MIT Press, 2007); Jason Mittell, “Narrative Complexity in Contemporary
American Television,” he Velvet Light Trap 58 (2006); Jack Zipes, “he Age of
Commodiied Fantasticism: Relections of Children's Literature and the Fantastic,”
Children's Literature Association Quarterly 9, no. 4 (1984-5).
4 Manuel Castells, he Rise of the Network Society: he Information Age (Malden,
MA: Wiley-Blackwell, 2009).
5 Wagner, Godwired .
6 Manovich, Language of New Media, 218-19, 225, 322-23.
7 Manovich, Language of New Media, 228.
8 Booth, Digital Fandom , 82, 88.
9 Jason Mittell, “Sites of Participation: Wiki Fandom and the Case of Lostpedia,”
Transformative Works & Cultures 3 (2009), http://dx.doi.org/10.3983/
twc.2009.0118.
10 Booth, Playing Fans .
11 José Van Dijck, “'You Have One Identity': Performing the Self on Facebook and
LinkedIn,” Media, Culture and Society 35, no. 2 (2013): 200, 203, 206.
12 Paul Booth, “Quest of the Magi: Playful Ideology and Demediation in MagiQuest,”
in Produsing heory: he Intersection of Audiences and Production in a Digital
Wo r l d , ed. Rebecca Ann Lind (New York: Peter Lang, 2012), 134.
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