Game Development Reference
In-Depth Information
Booth, Paul. “Augmenting Fan/Academic Dialogue: New Directions in Fan Research,”
Journal of Fandom Studies
1, no. 2 (2013): 119-37.
—.“Board, Game, and Media: Interactive Board Games as Multimedia Convergence.”
Convergence
(2015).
ArticleFirst. doi: 10.1177/1354856514561828.
—.
Digital Fandom: New Media Studies
. New York: Peter Lang, 2010.
—. “Frak-tured Postmodern Lives, Or, How I Found Out I Was a Cylon.” In
Battlestar
Galactica and Philosophy
, edited by Josef Steif and Tristan D. Tamplin, 17-27.
Chicago, IL: Open Court Press, 2008.
—. “Mashup as Temporal Amalgam: Time, Taste, and Temporality.”
Transformative
Works and Cultures
9 (2012), doi:10.3983/twc.2012.0297.
—.
Playing Fans: Negotiating Fandom and Media in the Digital Age
. Iowa City, IA:
University of Iowa Press, 2015.
—. “Quest of the Magi: Playful Ideology and Demediation in MagiQuest.” In
Produsing
heory: he Intersection of Audiences and Production in a Digital World
, edited by
Rebecca Ann Lind, 69-85. New York: Peter Lang, 2012.
—. “Rereading Fandom: MySpace Character Personas and Narrative Identiication.”
Critical Studies in Media Communication
25, no. 5 (2008): 514-36.
—.
Time on TV: Temporal Displacement and Mashup Television.
New York: Peter Lang,
2012.
Booth, Paul, and Jef Burnham. “Who Are We? Re-Envisioning the Doctor in the 21st
Century.” In
Remake Television: Reboot, Re-use, Recycle
, edited by Carlen Lavigne,
203-20. Lanham, MD: Lexington Books, 2014.
Bore, Inger-Lise Kalviknes, and Jonathan Hickman. “Continuing
he West Wing
in 140
Characters or Less: Improvised Simulation on Twitter.”
Journal of Fandom Studies
1,
no. 2 (2013): 219-38.
Botermans, Jack, Tony Burrett, Pieter van Delt, and Carla van Splunteren.
he World
of Games: heir Origins and History, How to Play hem, and How to Make hem.
New York: Facts on File, 1987.
Bourdaa, Mélanie. “'Following the Pattern': he Creation of an Encyclopaedic Universe
with Transmedia Storytelling.”
Adaptation
6, no. 2 (2013): 202-14.
Bowman, Sarah.
he Functions of Role-Playing Games.
Jeferson City, NC: McFarland, 2010.
Brabham, Daren C. “Crowdsourcing: A Model for Leveraging Online Communities.” In
he Participatory Cultures Handbook
, edited by Aaron Delwiche and Jennifer Jacobs
Henderson, 120-29. New York: Routledge, 2013.
Branigan, Edward.
Narrative Comprehension and Film
. New York: Routledge, 1992.
Britt, Ryan. “Why the 1978
Battlestar Galactica
Doesn't Suck.”
To r
. March 20, 2013.
Accessed June 01, 2014.
http://www.tor.com
/blogs/2013/03/why-the-1978-battlestar-
galactica-doesnt-suck.
Brookey, Robert A.
Hollywood Gamers: Digital Convergence in the Film and Video Game
Industries
. Bloomington, IN: Indiana University Press, 2010.
Search WWH ::
Custom Search