Game Development Reference
In-Depth Information
40 Lancaster,
Interacting with Babylon 5
, 98.
41 Lancaster,
Interacting with Babylon 5
, 93.
42 Lancaster,
Interacting with Babylon 5
, 95, 99-100.
43 Woods, “Last Man,” 3.
44 Fay, “Filtering Feedback,” 63.
45 Lancaster,
Interacting with Babylon 5,
100.
46 Gwenllinan-Jones, “Virtual Reality,” 91-92.
Chapter 8
1 Nick Couldry,
Media Rituals: A Critical Approach
(London: Routledge, 2003), 2.
2 Koster,
A heory of Fun,
38.
3 Phillips,
A Creator's Guide,
41-54.
4 Koster,
A heory of Fun,
144.
5 Roger C. Aden,
Popular Stories and Promised Lands: Fan Cultures and Symbolic
Pilgrimages
(Tuscaloosa, AL: Alabama University Press, 1999).
6 Fiske, “he Cultural Economy of Fandom.”
7 Matt Hills, “Fiske's 'Textual Productivity' and Digital Fandom: Web 2.0
Democratization Versus Fan Distinction?”
Participations: he Journal of
Audience and Reception Studies
10, no. 1 (2013),
http://www.participations.org/
Volume%2010/Issue%201/9%20Hills%2010.1.pdf, 130.
8 Paul Booth, “Board, Game, and Media: Interactive Board Games as Multimedia
Convergence,”
Convergence
(2015), ArticleFirst.
doi:10.1177/1354856514561828
.
9 H. Porter Abbott,
he Cambridge Introduction to Narrative
, 2nd ed. (Cambridge:
Cambridge University Press, 2008), 112.
10 Megan Condis, “Adaptation and Space: hematic and Atmospheric Considerations
for Board Game Environment Construction,”
Intensities: he Journal of Cult Media
7 (2014), https://intensitiescultmedia.iles.wordpress.com/2014/08/8-condis-
adaptation-and-space-pp-84-90.pdf, 84.
11 Andrews,
Concepts in Film heory
; John Desmond and Peter Hawkes,
Adaptation:
Studying Film and Literature
(New York: McGaw, 2005), 44.
12 Andrews,
Concepts in Film heory
, 97.
13 Hutcheon,
A heory of Adaptation,
22.
14 Booth,
Time on TV
.
15 Ian Bogost,
Persuasive Games
(Cambridge, MA: MIT Press, 2010), 175-76.
16 Andrews,
Concepts in Film heory
, 100.
17 Sutton-Smith,
Ambiguity of Play,
10.
18 Andrews,
Concepts in Film heory
, 100.
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