Bibliography

Found 12 results

Filters: type is Web Article  [Clear All Filters]
A
Au, Wagner James , Triumph of the mod: Player-created additions to computer games aren't a hobby anymore -- they're the lifeblood of the industry, , 2002  . Abstract
Aarseth,Espen , Allegories of Space: The Question of Spatiality in Computer Games, , 1998  .
C
Carr, D. , Machinima and Education, , 2007  . Abstract
Carr, D., Pollmuller, B. , Teaching Media and Machinima in Second Life: Interview, , 2007  . Abstract
D
Don Carson , Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry, , 2000  .
E
EDGE , Screen Play: The Future of Machinima, , 2007  . Abstract
G
Gonzalez, Lauren , Redefining Games: How Academia Is Reshaping Games of the Future, , In Press  . Abstract
H
Hart,Sam , Gender and Racial Inequality in Video Games, , 1996  .
N
Nair, Harikesh , Intertemporal Price Discrimination with Forward-Looking Consumers: Application to the US Market for Console Video-Games, , 2006  . Abstract
S
Sawyer, B. , Ten Myths About Serious Games, , 2007  . Abstract
Smith, Roger , Game Impact Theory: The Five Forces That Are Driving the Adoption of Game Technologies within Multiple Established Industries, , 2006  . Abstract
Schirra,Jörg R J , Computer game design: How to motivate engineering students to integrate technology with reflection, , 2001  . Abstract