2.vii A Complete Alphabetical List of Section 2 Selections

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

 “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.

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.

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.

Beller, Jonathan. 2006. The Cinematic Mode of Production: Attention Economy and the Society of the Spectacle. Hanover, NH: Dartmouth College Press.

—. 2006/07.  “Paying  Attention.”  Cabinet  24:  n.p.  http://www.cabinetmagazine.org/issues/24/beller.php

Bjork, Staffan, and Jussi Holopainen. 2005. Patterns in Game Design. Hingham, MA: Charles River Media.

Blizzard Entertainment, Inc. 2005. World of Warcraft (WoW). https://worldofwarcraft.com/en-us/.

Bogost, Ian. 2007. Persuasive Games: The Expressive Power of Videogames.Cambridge, MA: MIT Press.

—. 2011a. How To Do Things With Videogames. Minneapolis: University of Minnesota Press.

—. 2011b. “Persuasive Games: Exploitationware” [blog post]. Gamasutra. https://www.gamasutra.com/view/feature/134735/persuasive_games_exploitationware.php.

—. 2012. Alien Phenomenology, or, What It’s Like to Be a Thing. Minneapolis: University of Minnesota Press.

Caillois, Roger. (1961) 2001. Man, Play, and Games. Translated by Meyer Barash. New York: Free Press of Glencoe. Reprint, Chicago: University of Illinois Press.

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/

CCP Games. 2003. EVE Online. http://www.eveonline.com/.

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/.

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.

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/.

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.

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.

Crowley, Dennis, and Naveen Selvadurai. 2009. Foursquare. New York: Foursquare.     https://foursquare.com.

Cyber Creations Inc. 2002. MMORPG.com. http://www.mmorpg.com/.

Danforth, Liz. 2011. “Gamification and Libraries.” Library Journal 136 (3): 84–85.

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.

Davidson, Cathy N., and David Theo Goldberg. 2004. “Engaging the Humanities.” Profession: 42–62. doi:10.1632/074069504X26386.

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.

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.

Deterding,   Sebastian.   2012.   “Gamification:   Designing   for   Motivation.” Interactions 19 (4): 14–17. doi:10.1145/2212877.2212883.

—. 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.

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.

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.

Douma, Michael. 2011. “What is Gamification?” [blog post]. Idea. http://www.idea.org/blog/2011/10/20/what-is-gamification/.

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.

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

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

Drucker, Johanna, and Jerome McGann. 2000. Ivanhoe. SpecLab (University of Virginia). http://www.ivanhoegame.org/?page_id=21.

Dyer-Witheford, Nick, and Greig de Peuter. 2009. Games of Empire: Global Capitalism and Video Games. Minneapolis: University of Minnesota Press.

Ferrara, John. 2012. Playful Design: Creating Game Experiences in Everyday Interfaces. Brooklyn, NY: Rosenfeld Media.

Galloway, Alexander R. 2006. Gaming: Essays on Algorithmic Culture. Minneapolis: University of Minnesota Press.

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.

Gamification Wiki.  “Gamification.”  https://badgeville.com/wiki/gamification. Dublin, CA: Badgeville.

Gibson, David, Clark Aldrich, and Marc Prensky, eds. 2007. Games and Simulations in Online Learning: Research and Development Frameworks. Hershey, PA: Information Science Publishing.

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.

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.

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.

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.

Hayles, N. Katherine. 2007. “Hyper and Deep Attention: The Generational Divide in Cognitive Modes.” Profession: 187–99.

—. 2008. Electronic Literature: New Horizons for the Literary. Notre Dame, IN: University of Notre Dame Press.

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/.

Huizinga, Johan. 1949. Homo Ludens: A Study of the Play-element in Culture. London: Routledge and Kegan Paul.

Insemtives. 2009–13. INSEMTIVES. http://insemtives.eu/.

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.

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.

Jensen, Matthew. 2012. “Engaging the Learner.” Training and Development 66 (1): 40.

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.

Jones, Steven E. 2009. “Second Life, Video Games, and the Social Text.” PMLA 124 (1): 264–72.

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

The Emergence of the Digital Humanities. London and New York: Routledge.

Kapp, Karl M. 2012. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. San Francisco: Pfeiffer.

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.

Kopas, Merritt. 2012. Lim. New York: Games for Change. http://www.gamesforchange.org/play/lim/.

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.

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.

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.

Maxis. 2008. Spore. Redwood City, CA: Electronic Arts Inc. http://www.spore.com/.

Maxis and The Sims Studio. 2000/2006–. The Sims. Redwood City, CA: Electronic Arts Inc. http://www.thesims.com/en-us.

McGann, Jerome. 2001. Radiant Textuality: Literature after the World Wide WebNew York: Palgrave.

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

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.

Reality is Broken: Why Games Make Us Better and How They Can Change the World. New York: Penguin.

Meier, Sid. 1991. Civilization. Hunt Valley, MD: MicroProse. http://www.civilization.com.

Mojang and Microsoft Studios. 2011. Minecraft. Stockholm: Mojang; Redmond, WA: Microsoft Studios. https://minecraft.net.

Multiplayer Online Battle Arena (MOBA) games. 2009–.

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.

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.

—. 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.

Play the Past. 2010. http://www.playthepast.org.

Polytron Corporation. 2012. Fez. http://fezgame.com/.  

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.

Real-Time Strategy Games (RTSGs). 1982–.

Ritterfeld, Ute, Michael Cody, and Peter Vorderer, eds. 2009. Serious Games: Mechanisms and Effects. New York and London: Routledge.

Rockstar Games, Inc. 1997. Grand Theft Auto (GTA). http://www.rockstargames.com/grandtheftauto/.

Rockwell, Geoffrey. 2003. “Serious Play at Hand: Is Gaming Serious Research in the Humanities?” TEXT Technology 2: 89–99.

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.

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

Salen, Katie, and Eric Zimmerman. 2004. Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT Press.

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

Scholz, Trebor, ed. 2013. Digital Labor: The Internet as Playground and Factory. New York: Routledge.

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.

Stack Exchange Network. 2013. Stack Overflow. http://stackoverflow.com.

Suits, Bernard. 2005. The Grasshopper: Games, Life, and Utopia. Introduction by Thomas Hurka. Peterborough, ON: Broadview Press.

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.

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.

Wark, McKenzie. 2007. Gamer Theory. Cambridge, MA: Harvard University Press.

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.

Zichermann, Gabe, and Christopher Cunningham. 2011. Gamification By Design: Implementing Game Mechanics in Web and Mobile Apps. Sebastopol, CA: O’Reilly Media.

Zynga Inc. 2009. FarmVille. Facebook and HTML 5. http:// company.zynga.com/games/farmville.