Information Technology Reference
In-Depth Information
Dymek, M. and Rehn, A. (2003). Polygonmakarna: spelbranschens högteknolo-
giska upplevelseekonomi . Stockholm: Royal Institute of Technology.
Epstein, Z. (2011a). NPD: $1.85B Spent on Non-Standard Gaming Content,
Including Mobile Games, in Q1 . BGR. http://www.bgr.com/2011/07/11/npd-
1-85b-spent-on-non-standard-gaming-content-including-mobile-games-in-q1/
(accessed July 11, 2011).
. (2011b). U.S. Video Game Sales Slide 10% in June . BGR. http://www.
bgr.com/2011/07/15/u-s-video-game-sales-slide-10-in-june/ (accessed July 15,
2011).
Entertainment Software Association. (2011). Essential Facts about the Video
Game Industry . Entertainment Software Association, Washington
Fahey, R. (2011). Blowing Bubbles . GI.biz. http://www.gamesindustry.biz/
articles/2011-06-24-blowing-bubbles-article ( accessed June 24, 2011).
Frasca, G. (1999). Ludology Meets Narratology: Similitude and Dif erences
between (Video)Games and Narrative . The Ludologist. http://www.ludology.
org/articles/ludology.html (accessed September 10, 2004)
. (2001a). SIMULATION 101: Simulation versus Representation . The
Ludologist. http://www.ludology.org/articles/sim1/simulation101.html (ac cessed
September 10, 2004).
. (2001b). Videogames of the Oppressed: Videogames as a Means for Criti-
cal Thinking and Debate . Georgia Institute of Technology, Atlanta
. (2003a). “Ludologists Love Stories, Too: Notes from a Debate That Never
Took Place.” Paper presented at the DIGRA 2003, Utrecht, Netherlands.
. (2003b). “Simulation vs. Narrative: Introduction to Ludology”. In The
Video Game Theory Reader , edited by M. J. P. Wolf and B. Perron. Routledge,
pp. 221-236
Gartner. (2011). Gartner Says Spending on Gaming to Exceed $74 Billion in 2011 .
Gartner Inc. http://www.gartner.com/it/page.jsp?id=1737414 (a ccessed July 5,
2011).
Groen, A. (2007). Editorial: Nintendo Wii, Harbinger for the Death of Gaming .
Gaming Blend. http://www.cinemablend.com/games/Editorial-Nintendo-Wii-
Harbinger-For-The-Death-Of-Gaming-3703.html (a ccessed April 9, 2007)
Hajdu, D. (2008). The Ten-Cent Plague: The Great Comic-Book Scare and How
It Changed America . Farrar, Straus and Giroux, New York
Hebdige, D. (1979). Subculture—The Meaning of Style . Taylor and Francis, Lon-
don/New York
Held, D. (1980). Introduction to Critical Theory: Horkheimer to Habermas .
Hutchinson & Co., Cambridge
Juul, J. (2004). The Defi nitive History of Games and Stories, Ludology and Nar-
ratology . The Ludologist. http://www.jesperjuul.net/ludologist/index.php?p=66
(accessed November 10, 2007).
. (2005). Half-Real: Video Games between Real Rules and Fictional Worlds .
Cambridge, MA: MIT Press.
. (2009). A Casual Revolution: Reinventing Video Games and Their Play-
ers . Cambridge, MA: MIT Press.
Kent, S. L. (2001). The Ultimate History of Video Games: From Pong to Poke-
mon—The Story behind the Craze That Touched Our Lives and Changed the
World . Three Rivers Press, New York.
Kline, S., Dyer-Witheford, N. and de Peuter, G. (2003). Digital Play: The Interac-
tion of Technology, Culture and Marketing . McGill-Queen's University Press,
Montreal
Laramée, F. D. (2003). Secrets of the Game Business . Charles River Media. Newton
Mackay, B. (2007). Hero Defi cit: Comic Books in Decline . Toronto Star. http://
www.thestar.com/sciencetech/article/193167 (a ccessed June 27, 2008).
 
Search WWH ::




Custom Search