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/
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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