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2.vii A Complete Alphabetical List of Section 2 Selections

1 Leave a comment on paragraph 1 0 Aarseth, Espen J. 1997. “Introduction.” In Cybertext: Perspectives on Ergodic Literature, 1–23. Baltimore: Johns Hopkins University Press.

2 Leave a comment on paragraph 2 0  “A Narrative Theory of Games.” In Proceedings of the International Conference on the Foundations of Digital Games (FDG ’12), 129– 33. New York: ACM. doi:10.1145/2282338.2282365.

3 Leave a comment on paragraph 3 0 Anthropy, Anna. 2012. Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Dropouts, Queers, Housewives, and People Like You Are Taking Back an Art Form. New York: Seven Stories Press.

4 Leave a comment on paragraph 4 0 Balsamo, Anne. 2011. Introduction: “Taking Culture Seriously in the Age of Innovation.” In Designing Culture: The Technological Imagination at Work, 2–25. Durham, NC: Duke University Press.

5 Leave a comment on paragraph 5 0 Beller, Jonathan. 2006. The Cinematic Mode of Production: Attention Economy and the Society of the Spectacle. Hanover, NH: Dartmouth College Press.

6 Leave a comment on paragraph 6 0 —. 2006/07.  “Paying  Attention.”  Cabinet  24:  n.p.  http://www.cabinetmagazine.org/issues/24/beller.php

7 Leave a comment on paragraph 7 0 Bjork, Staffan, and Jussi Holopainen. 2005. Patterns in Game Design. Hingham, MA: Charles River Media.

8 Leave a comment on paragraph 8 0 Blizzard Entertainment, Inc. 2005. World of Warcraft (WoW). https://worldofwarcraft.com/en-us/.

9 Leave a comment on paragraph 9 0 Bogost, Ian. 2007. Persuasive Games: The Expressive Power of Videogames.Cambridge, MA: MIT Press.

10 Leave a comment on paragraph 10 0 —. 2011a. How To Do Things With Videogames. Minneapolis: University of Minnesota Press.

11 Leave a comment on paragraph 11 0 —. 2011b. “Persuasive Games: Exploitationware” [blog post]. Gamasutra. https://www.gamasutra.com/view/feature/134735/persuasive_games_exploitationware.php.

12 Leave a comment on paragraph 12 0 —. 2012. Alien Phenomenology, or, What It’s Like to Be a Thing. Minneapolis: University of Minnesota Press.

13 Leave a comment on paragraph 13 0 Caillois, Roger. (1961) 2001. Man, Play, and Games. Translated by Meyer Barash. New York: Free Press of Glencoe. Reprint, Chicago: University of Illinois Press.

14 Leave a comment on paragraph 14 0 Carson, Stephen, and Jan Philipp Schmidt. 2012. “The Massive Open Online Professor.” Academic Matters: The Journal of Higher Education, n.p. https://academicmatters.ca/2012/05/the-massive-open-online-professor/

15 Leave a comment on paragraph 15 0 CCP Games. 2003. EVE Online. http://www.eveonline.com/.

16 Leave a comment on paragraph 16 0 Center   for   Interdisciplinary   Inquiry   and   Innovation   in   Sexual   and Reproductive Health (Ci3), University of Chicago. 2013. The Source.   https://ci3.uchicago.edu/portfolio/the-source/.

17 Leave a comment on paragraph 17 0 Chamberlin, Barbara, Jesús Trespalacios, and Rachel Gallagher. 2014. “Bridging Research and Game Development: A Learning Games Design Model for Multi-Game Projects.” In Educational Technology Use and Design for Improved Learning Opportunities, edited by Mehdi Khosrow-Pour, 151– 71. Hershey, PA: IGI Global. doi:10.4018/978-1-4666-6102-8.ch008.

18 Leave a comment on paragraph 18 0 Chang, Edmond. 2012. “Video+Game+Other+Media: Video Games and Remediation” [blog post]. Critical Gaming Project. https://depts.washington.edu/critgame/wordpress/2012/01/videogameothermediavideo-games-and-remediation/.

19 Leave a comment on paragraph 19 0 Clement, Tanya. 2011. “Knowledge Representation and Digital Scholarly Editions in Theory and Practice.” Journal of the Text Encoding Initiative 1: n.p. doi:10.4000/jtei.203.

20 Leave a comment on paragraph 20 0 Coleman, Susan L., Ellen S. Menaker, Jennifer McNamara, and Tristan E. Johnson. 2015. “Communication for Stronger Learning Game Design.” In Design and Development of Training Games, edited by Talib S. Hussain and Susan L. Coleman. New York: Cambridge University Press, 31–54. doi:10.1017/CBO9781107280137.003.

21 Leave a comment on paragraph 21 0 Crowley, Dennis, and Naveen Selvadurai. 2009. Foursquare. New York: Foursquare.     https://foursquare.com.

22 Leave a comment on paragraph 22 0 Cyber Creations Inc. 2002. MMORPG.com. http://www.mmorpg.com/.

23 Leave a comment on paragraph 23 0 Danforth, Liz. 2011. “Gamification and Libraries.” Library Journal 136 (3): 84–85.

24 Leave a comment on paragraph 24 0 Davidson, Cathy N. 2011. “Why Badges? Why Not?” [blog post]. HASTAC. https://www.hastac.org/blogs/cathy-davidson/2011/09/16/why-badges-why-not.

25 Leave a comment on paragraph 25 0 Davidson, Cathy N., and David Theo Goldberg. 2004. “Engaging the Humanities.” Profession: 42–62. doi:10.1632/074069504X26386.

26 Leave a comment on paragraph 26 0 De Carvalho, Carlos Rosemberg Maia, and Elizabeth S. Furtado. 2012. “Wikimarks: An Approach Proposition for Generating Collaborative, Structured Content  from Social  Networking  Sharing  on  the  Web.”  In Proceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems (IHC ’12), 95–98. Porto Alegre, Brazil: Brazilian Computer Society.

27 Leave a comment on paragraph 27 0 De Paoli, Stefano, Nicolò De Uffici, and Vincenzo D’Andrea. 2012. “Designing Badges for a Civic Media Platform: Reputation and Named Levels.” In Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers (BCS-HCI ’12). Swinton, UK: British Computer Society, 59–68.

28 Leave a comment on paragraph 28 0 Deterding,   Sebastian.   2012.   “Gamification:   Designing   for   Motivation.” Interactions 19 (4): 14–17. doi:10.1145/2212877.2212883.

29 Leave a comment on paragraph 29 0 —. 2015. “The Lens of Intrinsic Skill Atoms: A Method for Gameful Design.” Human-Computer Interaction 30 (3–4): 294–335. doi:10.1080/07370024.2014.993471.

30 Leave a comment on paragraph 30 0 Deterding, Sebastian, Dan Dixon, Rilla Khalad, and Lennart E. Nacke. 2011. “From Game Design Elements to Gamefulness: Defining ‘Gamification.’” In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (MindTrek ’11), 9–15. New York: ACM. doi:10.1145/2181037.2181040.

31 Leave a comment on paragraph 31 0 Dickey, Michele D. 2007. “Game Design and Learning: A Conjectural Analysis of How Massively Multiple Online Role-Playing Games (MMORPGs) Foster Intrinsic Motivation.” Educational Technology Research and Development 55 (3): 253–73.

32 Leave a comment on paragraph 32 0 Douma, Michael. 2011. “What is Gamification?” [blog post]. Idea. http://www.idea.org/blog/2011/10/20/what-is-gamification/.

33 Leave a comment on paragraph 33 0 Drucker, Johanna. 2006. “Graphical Readings and the Visual Aesthetics of Textuality.” TEXT: An Interdisciplinary Annual of Textual Studies 16 267–76. http://www.jstor.org/stable/30227973.

34 Leave a comment on paragraph 34 0 —. 2011a. “Humanities Approaches to Graphical Display.” Digital Humanities Quarterly 5 (1): n.p. http://www.digitalhumanities.org/dhq/vol/5/1/000091/000091.html.

35 Leave a comment on paragraph 35 0 —. 2011b. “Humanities Approaches to Interface Theory.” Culture Machine 12: 1–20. http://www.culturemachine.net/index.php/cm/article/viewArticle/434.

36 Leave a comment on paragraph 36 0 Drucker, Johanna, and Jerome McGann. 2000. Ivanhoe. SpecLab (University of Virginia). http://www.ivanhoegame.org/?page_id=21.

37 Leave a comment on paragraph 37 0 Dyer-Witheford, Nick, and Greig de Peuter. 2009. Games of Empire: Global Capitalism and Video Games. Minneapolis: University of Minnesota Press.

38 Leave a comment on paragraph 38 0 Ferrara, John. 2012. Playful Design: Creating Game Experiences in Everyday Interfaces. Brooklyn, NY: Rosenfeld Media.

39 Leave a comment on paragraph 39 0 Galloway, Alexander R. 2006. Gaming: Essays on Algorithmic Culture. Minneapolis: University of Minnesota Press.

40 Leave a comment on paragraph 40 0 Galloway, Alexander R., Carolyn Kane, Adam Parrish, Daniel Perlin, DJ / rupture and Matt Shadetek, Mushon Zer-Aviv, and the RSG Collective. Kriegspiel. New York University.  http://r-s-g.org/kriegspiel/index.php.

41 Leave a comment on paragraph 41 0 Gamification Wiki.  “Gamification.”  https://badgeville.com/wiki/gamification. Dublin, CA: Badgeville.

42 Leave a comment on paragraph 42 0 Gibson, David, Clark Aldrich, and Marc Prensky, eds. 2007. Games and Simulations in Online Learning: Research and Development Frameworks. Hershey, PA: Information Science Publishing.

43 Leave a comment on paragraph 43 0 Graham, Adam. 2012. “Gamification: Where’s the Fun in That?” [blog post]. Campaign 43: 47. http://www.campaignlive.co.uk/article/1156994/gamification-wheres-fun-that.

44 Leave a comment on paragraph 44 0 Grimes, Sara M., and Andrew Feenberg. 2009. “Rationalizing Play: A Critical Theory of Digital Gaming.” The  Information Society 25 (2): 105–18. doi:10.1080/01972240802701643.

45 Leave a comment on paragraph 45 0 Groh, Fabian. 2012. “Gamification: State of the Art Definition and Utilization.” In Proceedings of the 4th Seminar on Research Trends in Media Informatics (RTMI ’12), edited by Naim Asaj, et al. Ulm, Germany: Institute of Media Informatics, Ulm University, 39–46. http://hubscher.org/roland/courses/hf765/readings/Groh_2012.pdf.

46 Leave a comment on paragraph 46 0 Guldi, Jo. 2013. “Reinventing the Academic Journal.” In Hacking the Academy: New Approaches to Scholarship and Teaching from Digital Humanities, edited by Daniel J. Cohen and Tom Scheinfeldt, 19–24. Ann Arbor: University of Michigan Press. doi:10.3998/dh.12172434.0001.001.

47 Leave a comment on paragraph 47 0 Hayles, N. Katherine. 2007. “Hyper and Deep Attention: The Generational Divide in Cognitive Modes.” Profession: 187–99.

48 Leave a comment on paragraph 48 0 —. 2008. Electronic Literature: New Horizons for the Literary. Notre Dame, IN: University of Notre Dame Press.

49 Leave a comment on paragraph 49 0 Høgenhaug, Peter Steen. 2012. “Gamification and UX: Where Users Win or Lose.” Smashing Magazine. n.p. http://uxdesign.smashingmagazine.com/2012/04/26/gamification-ux-users-win-lose/.

50 Leave a comment on paragraph 50 0 Huizinga, Johan. 1949. Homo Ludens: A Study of the Play-element in Culture. London: Routledge and Kegan Paul.

51 Leave a comment on paragraph 51 0 Insemtives. 2009–13. INSEMTIVES. http://insemtives.eu/.

52 Leave a comment on paragraph 52 0 Jagoda, Patrick. 2013. “Gamification and Other Forms of Play.” Boundary 2 40 (2): 113–44. doi:10.1215/01903659–2151821. 2014. “Gaming the Humanities.” Differences 25 (1): 189–215.

53 Leave a comment on paragraph 53 0 Jakobsson, Mikael. 2011. “The Achievement Machine: Understanding Xbox 360 Achievements in Gaming Practices.” Game Studies: The International Journal of Computer Game Research 11 (1): n.p. http://gamestudies.org/1101/articles/jakobsson.

54 Leave a comment on paragraph 54 0 Jensen, Matthew. 2012. “Engaging the Learner.” Training and Development 66 (1): 40.

55 Leave a comment on paragraph 55 0 Jing, Tee Wee, Yue Wong Seng, and Raja Kumar Murugesan. 2015. “Learning Outcome Enhancement  via  Serious  Game:  Implementing  GameBased Learning Framework in Blended Learning Environment.” 5th International Conference on IT Convergence and Security (ICITCS), 24–27 August. doi:10.1109/ICITCS.2015.7292992.

56 Leave a comment on paragraph 56 0 Jones, Steven E. 2009. “Second Life, Video Games, and the Social Text.” PMLA 124 (1): 264–72.

57 Leave a comment on paragraph 57 0 —. 2011. “Performing the Social Text: Or, What I Learned from Playing Spore.” Common Knowledge 17 (2): 283–91. doi:10.1215/0961754X-1187977.

58 Leave a comment on paragraph 58 0 The Emergence of the Digital Humanities. London and New York: Routledge.

59 Leave a comment on paragraph 59 0 Kapp, Karl M. 2012. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. San Francisco: Pfeiffer.

60 Leave a comment on paragraph 60 0 Kim, Bohyun. 2012. “Harnessing the Power of Game Dynamics: Why, How to, and How Not to Gamify the Library Experience.” College & Research Libraries News 73 (8): 465–69.

61 Leave a comment on paragraph 61 0 Kopas, Merritt. 2012. Lim. New York: Games for Change. http://www.gamesforchange.org/play/lim/.

62 Leave a comment on paragraph 62 0 Latour, Bruno. 2009. “A Cautious Prometheus? A Few Steps Towards a Philosophy of Design (with Special Attention to Peter Sloterdijk).” In Networks of Design: Proceedings of the 2008 Annual International Conference of the Design History Society, edited by Fiona Hackne, Jonathan Glynne, and Viv Minto, 2–10. Boca Raton, FL: Universal Publishers.

63 Leave a comment on paragraph 63 0 Liu, Yefeng, Todorka Alexandrova, and Tatsuo Nakajima. 2011. “Gamifying Intelligent Environments.” In Proceedings of the 2011 International ACM Workshop on Ubiquitous Meta User Interfaces (Ubi-MUI ’11), 7–12. New York: ACM. doi:10.1145/2072652.2072655.

64 Leave a comment on paragraph 64 0 Losh, Elizabeth. 2012. “Hacktivism and the Humanities: Programming Protest in the Era of the Digital University.” In Debates in the Digital Humanities, edited by Matthew K. Gold, 161–86. Minneapolis: University of Minnesota Press.    http://dhdebates.gc.cuny.edu/debates/text/32.

65 Leave a comment on paragraph 65 0 Maxis. 2008. Spore. Redwood City, CA: Electronic Arts Inc. http://www.spore.com/.

66 Leave a comment on paragraph 66 0 Maxis and The Sims Studio. 2000/2006–. The Sims. Redwood City, CA: Electronic Arts Inc. http://www.thesims.com/en-us.

67 Leave a comment on paragraph 67 0 McGann, Jerome. 2001. Radiant Textuality: Literature after the World Wide WebNew York: Palgrave.

68 Leave a comment on paragraph 68 0 —. 2005. “Like Leaving The Nile. IVANHOE, A User’s Manual.” Literature Compass 2: 1–27. http://www2.iath.virginia.edu/jjm2f/old/compass.pdf.

69 Leave a comment on paragraph 69 0 McGonigal, Jane. 2008. “Engagement Economy: The Future of Massively Scaled Collaboration and Participation.” Edited by Jess Hemerly and Lisa Mumbach. Palo Alto, CA: Institute for the Future, Technology Horizons Program. http://www.iftf.org/uploads/media/Engagement_Economy_sm_0.pdf.

70 Leave a comment on paragraph 70 0 Reality is Broken: Why Games Make Us Better and How They Can Change the World. New York: Penguin.

71 Leave a comment on paragraph 71 0 Meier, Sid. 1991. Civilization. Hunt Valley, MD: MicroProse. http://www.civilization.com.

72 Leave a comment on paragraph 72 0 Mojang and Microsoft Studios. 2011. Minecraft. Stockholm: Mojang; Redmond, WA: Microsoft Studios. https://minecraft.net.

73 Leave a comment on paragraph 73 0 Multiplayer Online Battle Arena (MOBA) games. 2009–.

74 Leave a comment on paragraph 74 0 Mysirlaki, Sofia, and Fotini Paraskeva. 2012. “Leadership in MMOGs: A Field of Research on Virtual Teams.” Electronic Journal of E-Learning 10 (2): 223– 34.

75 Leave a comment on paragraph 75 0 Nakamura, Lisa. 2009. “Don’t Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft.” Critical Studies in Media Communication 26 (2): 128–44. doi:10.1080/15295030902860252.

76 Leave a comment on paragraph 76 0 —. 2013. “‘Words With Friends’: Socially Networked Reading on Goodreads.” PMLA 128 (1): 238–43. https://lnakamur.files.wordpress. com/2013/04/nakamura-22words-with-friends22–pmla.pdf.

77 Leave a comment on paragraph 77 0 Play the Past. 2010. http://www.playthepast.org.

78 Leave a comment on paragraph 78 0 Polytron Corporation. 2012. Fez. http://fezgame.com/.  

79 Leave a comment on paragraph 79 0 Ramsay, Stephen, and Geoffrey Rockwell. 2012. “Developing Things: Notes Toward an Epistemology of Building in the Digital Humanities.” In Debates in the Digital Humanities, edited by Matthew K. Gold, 75–84. Minneapolis: University of Minnesota Press. http://dhdebates.gc.cuny.edu/debates/part/3.

80 Leave a comment on paragraph 80 0 Real-Time Strategy Games (RTSGs). 1982–.

81 Leave a comment on paragraph 81 0 Ritterfeld, Ute, Michael Cody, and Peter Vorderer, eds. 2009. Serious Games: Mechanisms and Effects. New York and London: Routledge.

82 Leave a comment on paragraph 82 0 Rockstar Games, Inc. 1997. Grand Theft Auto (GTA). http://www.rockstargames.com/grandtheftauto/.

83 Leave a comment on paragraph 83 0 Rockwell, Geoffrey. 2003. “Serious Play at Hand: Is Gaming Serious Research in the Humanities?” TEXT Technology 2: 89–99.

84 Leave a comment on paragraph 84 0 Rose, Frank. 2011. The Art of Immersion: How the Digital Generation is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories. New York: W.W. Norton.

85 Leave a comment on paragraph 85 0 Ryan, Marie-Laure. 1994. “Immersion vs.  Interactivity:  Virtual  Reality and Literary Theory.” Postmodern Culture 5 (1): 110–37. doi:10.1353/ sub.1999.0015.

86 Leave a comment on paragraph 86 0 Salen, Katie, and Eric Zimmerman. 2004. Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT Press.

87 Leave a comment on paragraph 87 0 Schenold, Terry. 2011. “The ‘Rattomorphism’ of Gamification.” Critical Gaming Project. n.p. https://depts.washington.edu/critgame/wordpress/2011/11/the-rattomorphism-of-gamification/.

88 Leave a comment on paragraph 88 0 Scholz, Trebor, ed. 2013. Digital Labor: The Internet as Playground and Factory. New York: Routledge.

89 Leave a comment on paragraph 89 0 Squire, Kurt. 2008.  “Open-Ended Video Games: A Model for Developing Learning for the Interactive Age.” In The Ecology of Games: Connecting Youth, Games, and Learning, edited by Katie Salen, 167–98. Cambridge, MA: MIT Press.

90 Leave a comment on paragraph 90 0 Stack Exchange Network. 2013. Stack Overflow. http://stackoverflow.com.

91 Leave a comment on paragraph 91 0 Suits, Bernard. 2005. The Grasshopper: Games, Life, and Utopia. Introduction by Thomas Hurka. Peterborough, ON: Broadview Press.

92 Leave a comment on paragraph 92 0 Van Staalduinen, Jan-Paul, and Sara de Freitas. 2011. “A Game-Based Learning Framework: Linking Game Design and Learning Outcomes.” In Learning to Play: Exploring the Future of Education with Video Games, edited by Myint Swe Khine, 29–54. New York: Peter Lang.

93 Leave a comment on paragraph 93 0 Vetch, Paul. 2010. “From Edition to Experience: Feeling the Way towards User-Focused Interfaces.” In Electronic Publishing: Politics and Pragmatics, edited by Gabriel Egan, 171–84. New Technologies in Medieval and Renaissance Studies 2. Tempe, AZ: Iter Inc., in collaboration with the Arizona Center for Medieval and Renaissance Studies.

94 Leave a comment on paragraph 94 0 Wark, McKenzie. 2007. Gamer Theory. Cambridge, MA: Harvard University Press.

95 Leave a comment on paragraph 95 0 Werbach, Kevin. 2014. “(Re)Defining Gamification: A Process Approach.”In Proceedings of the 9th International Conference on Persuasive Technology (PERSUASIVE 2014), Lecture Notes in Computer Science 8462: 266–72. doi:10.1007/978-3-319-07127-5_23.

96 Leave a comment on paragraph 96 0 Zichermann, Gabe, and Christopher Cunningham. 2011. Gamification By Design: Implementing Game Mechanics in Web and Mobile Apps. Sebastopol, CA: O’Reilly Media.

97 Leave a comment on paragraph 97 0 Zynga Inc. 2009. FarmVille. Facebook and HTML 5. http:// company.zynga.com/games/farmville.

Source: https://ntmrs-skc.itercommunity.org/game-design-models-for-digital-social-knowledge-creation/complete-alphabetical-list-selections2/