BIBLIOGRAPHYfor VIDEOGAMES research
This is an informal annotated Bibliography : commentary on sources.
http://www.gamasutra.com (ezine and blog)
Journal of Popular Culture -- a scholarly source ON databases like Proquest and also online FINAL 2011
GAME TRAILERS (SHORT VIDEO CLIPS)
http://www.youtube.com/watch?v=gwaUIShOM54 Also includes fan real play streaming
1UP.com (egm. website) for hard copy magazine Electronic Gaming Monthly (Angi has password for electronic access to this--see her)
Glossary of Lit Terms (Murfin et al's Bedford Glossary in R-section of HCC library is better, however)
In HCC Library collection:
1. Books on Video Games: Print books in library collection
Video games and real-life aggression : a review of the literature / Lillian BensleyOlympia, Wash. : Washington State Dept. of Health, 4th Floor: 794.8 B474v 2000
The ultimate history of video games : from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world / Steven L. Kent; New York : Three Rivers Press, c2001.4th Floor: 794.8 K37u 2001.
The medium of the video game / edited by Mark J.P. Wolf. Austin : University of Texas Press, 2001.4th Floor: 794.8 M491 2001 Table of Contents: Foreword / Ralph H. Baer -- Acknowledgments -- Introduction / Mark J.P. Wolf -- The emergence of the video game. The video game as a medium / Mark J.P. Wolf -- Super Mario nation / Steven L. Kent -- Formal aspects of the video game. Space in the video game ; Time in the video game ; Narrative in the video game ; Genre and the video game / Mark J.P. Wolf -- The video game in society and culture. Hot circuits : reflections on the 1989 Video Game Exhibition of the American Museum of the Moving Image / Rochelle Slovin -- Play it again, Pac-Man / Charles Bernstein -- Archetypes on Acid : video games and culture / Rebecca R. Tews -- Appendix: Resources for video game research / Mark J.P. Wolf.
Video games / Roman Espejo, book editor; San Diego : Greenhaven Press, 2003. 3rd floor: 306.487 V652 2003. Table of Contents: Violence in video games may harm children / Elisa Hae-Jung Song and Jane E. Anderson -- The Problem of video game violence is exaggerated / Greg Costikyan -- Video games rated appropriate for children may contain violence / Kimberly M. Thompson and Kevin Haninger -- The video game industry regulates itself effectively / Douglas Lowenstein -- video games are an emerging art / Henry Jenkins -- "Emotion engine"? I donít think so / Jack Kroll -- Joy sick: games can be an addiction / Jon Tevlin -- Playing video games benefits children / David Deutsch -- Many video games reinforce gender stereotypes / Children Now -- video games can be used for therapeutic purposes /
What video games have to teach us about learning and literacy / James Paul Gee.New York : Palgrave Macmillan, 2004.4th Floor: 794.8 G297w 2004. Table of Contents: Introduction : 36 ways to learn a video game -- Semiotic domains : is playing video games a waste of time? -- Learning and identity : what does it mean to be a half-elf? -- Situated meaning and learning : what should you do after you have destroyed the global conspiracy? -- Telling and doing : why doesnít Lara Croft obey Professor Von Croy? -- Cultural models : do you want to be the blue sonic or the dark sonic? -- Social mind : how do you get your corpse back after youíve died? -- Conclusion : duped or not? -- Appendix : 36 learning principles.
2. Electronic Books in library collection (SEE Ebooks database under Library Research Resources):
Beginning game level design [electronic resource] / John Fiel, Marc Scattergood. Boston, MA : Thomson Course Technology, c2005. Ebook
Visual digital culture [electronic resource] : surface play and spectacle in new media genres / Andrew Darley. London ; New York : Routledge, 2000. Ebook
The game producers handbook [electronic resource] / Dan Irish. Boston, MA : Thomson Course Technology, c2005.E-book
Game level design [electronic resource] / Ed Byrne.Hingham, Mass. : Charles River Media, c2005.E-book
Digital Gameplay: Essays on the Nexus of Game and Gamer by Nate Garrelts. McFarland & Company (August 11, 2005)
The Art of Producing Games. David McCarthy,Muska & Lipman/Premier-Trade; 1 edition (April 18, 2005)
Play Between Worlds : Exploring Online Game Culture. T. L. Taylor. The MIT Press (February 17, 2006)
Synthetic Worlds : The Business and Culture of Online Games. Edward Castronova University Of Chicago Press (November 1, 2005)
Smartbomb : The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution. Heather Chaplin Algonquin Books (November 4, 2005)
Gaming Lives in the Twenty-First Century: Literate Connections (2007), edited by Gail Hawisher and Cynthia Seife; Palgrave Macmillan, 2007, 288 pp., ISBN 978-1-4039-7220-0
GENERAL LISTING OF
Beck, John C. and Mitchell Wade. Got Game: How the Gamer Generation is Reshaping Business Forever. Boston: Harvard Business School Press, 2004.
Borges, Jorge Luis. Labyrinths. New Directions: 1962, 1964.
Cawelti, John. The Six-Gun Mystique (1970). Apostles of the Self-Made Man (1968).
Gibson, Debbie. Solving the Case of the Professor Who Loved Popular Literature University of Kentucky, Spring 2000. Retrieved 2 March 2005. http://www.research.uky.edu/odyssey/spring00/popularlit.html
King, Stephen. Danse Macabre [nonfiction]. Berkley, Everest, Penguin: 1981, 1983, 1988.
Kohler, Chris. Power+Up: How Japanese Video Games Gave the World an Extra Life. Indianapolis, IN: Brady Games: 2004.
Link, Perry. Mandarin Ducks and Butterflies: Popular Fiction in Early Twentieth Century Chinese Cities. Berkeley: University of California Press, 1981. [Chinese Popular Literature's] popular nature was grounded in transformation of mass printing techniques, the spread of vernacular literature and literacy among urban residents, and the emergence of a new, urban class of 'petty urbanites' (xiao shimin) for whom reading such works was considered a gratifying form of entertainment. A form of fiction is aesthetically defined as 'popular' insofar as it is distinct from elite or high art, and socially defined as such insofar as it is mass-produced and widely-read (the large publication figures of the late 1930s bolster this latter claim). Link argues that the significance of popular fiction is that its perspective is shared by its consumers. Specifically, the popular fiction of this period significant in that it reflects an overwhelming ambivalence toward the introduction of modern lifestyles and mores, which had spread from 'Westernized' concession ports into urban Chinese environments. It is furthermore conservative in that it reflects a sentimental yearning for the affirmation of enduring truth beneath the spectacle of modern change, taking the themes of classical Chinese literature as its precedent (Johnson, 2003; http://orpheus.ucsd.edu/chinesehistory/pgp/link.htm)
Morgan, Jack . Toward an organic theory of the gothic: Conceptualizing horror Journal of Popular Culture 01-Jan 98
McCloud, Scott Understanding Comics and Reinventing Comics. 1994
Onitsha Collection in the Spencer Research Library at the University of Kansas (KU). 2003 Retrieved 2 March 2005. http://www.ku.edu/~onitsha/historical.htm
Thompson, Jack. This guy is a disbarred lawyer who has made a name for himself screaming about violent videogames. Unfortunately, he is famous--and totally illogical.
gaygamer.net especially http://gaygamer.net/2009/09/whats_gay_identity_in_the_gami.html
http://kotaku.com/5358562/minority-report-the-non+white-gamers-experience (the Kotaku site is awesome)
online: The Guild (also on XBOXlive)