Computerspiele

Aarseth, Espen: "Playing Research: Methodological Approaches To Game Analysis". 2003. In: http://hypertext.rmit.edu.au/dac/papers/Aarseth.pdf

Aarseth, Espen: Cybertext. Perspectives on Ergodic Literature. Baltimore: John Hopkins 1997.

Adamowsky, Natascha: Spielfiguren in virtuellen Welten. Frankfurt, New York: Campus 2000.

Allner, Jörg; Kerstin Allner: Computer Classics. Düsseldorf: Data Becker 2003.

Atkins, Barry: More than a Game. The Computer Game as Fictional Form. Manchester and New York: Manchester University Press 2003.

Atkins, Barry: What Are We Really Looking at? The Future-Orientation Of Video Game Play. Games & Culture 1.2, 2006, pp. 27-140.

Balkin, Jack M. und Beth Simone Noveck (Hrsg.): The State of Play. Law, Games and Virtual Worlds. New York: New York University Press 2006.

Bartle, Richard: Designing Virtual Worlds. Indianapolis: New Riders 2003.

Bates, Bob: Game Developer's Marketing Guide. Thompson Learning 2003.

Bates, Bob: Game Design: The Art and Business of Creating Games. Boston, Mass.: Premier Games 2003. (2nd ed.)

Ben-Shaul, Nitzan: Split Attention Problems in Interactive Moving Audiovisual Texts http://hypertext.rmit.edu.au/dac/papers/BenShaul.pdf

Berger, Arthur Asa: Video games. A Popular Culture Phenomenon. New Brunswick; London: Transaction 2002.

Borries, Friedrich von; Steffen P. Walz, Matthias Böttger: Space Time Play. Computer Games, Architecture and Urbanism: The Next Level. Birkhäuser/Springer 2007.

Bogost, Ian: Unit Operations. An Approach to Videogame Criticism. Cambridge, Mass.: MIT 2006.

Bolter, Jay David; Richard Grusin: Remediation. Understanding New Media. Cambridge, Mass.: MIT 1999.

Bopp, Matthias: Teach the Player. Didaktik in Computerspielen. In Playability 1, Juli 2003. http://www.playability.de/1/bopp_p.html.

Brante, Alexander: "Virtuelle Welten. Zur Zukunft der Bildschirmspiele". In: Baumann, Heide; Clemens Schwender (Hrsg.): Kursbuch Neue Medien 2000. Ein Reality Check. München: Deutsche Verlagsanstalt 2000.

Bringsjord, Selmer: "Is It Possible to Build Dramatically Compelling Interactive Digital Entertainment (in the form, e. g. of computer games)?". In: Gamestudies 1, 2001. http://www.gamestudies.org/0101/bringsjord/index.html.

Bryce, J., & Rutter, J. Killing Like a Girl: Gendered Gaming and
Girl Gamers' Visibility, Computer Games and Digital Cultures. Tampere:
Tampere University Press 2002.

Burnham, Van: Supercade: A Visual History of the Videogame Age 1971 - 1984. Cambridge, Mass.
MIT 2001.

Byron, Simon; Steve Curran; David McCarthy: Game On!: From Pong to GTA - The Greatest Games of All Time. Headline Publishing Group 2006.

Campanella Bracken, Cheryl, et al.: Online Video Games and Gamers' Sensations of Spatial, Social, and Co-Presence. Future Play International 2005. Read it: http://tinyurl.com/cmjse.

Caputo, Tony C.: Visual Storytelling. The Art and Technique. New York: Watson-Guptill 2003.

Carr, Diane: Computer Games: Text, Narrative and Play. Cambridge: Polity 2006.

Cassell, Justine, Henry Jenkins: From Barbie to Mortal Kombat. Cambridge, Mass. and London 2000.

Cassidy, Gianna, et al.: The Effects of Aggressive and Relaxing Popular Music on Driving Game Performance and Evaluation . Digital Games Research Association International Conference 2005. Read an excerpt: http://tinyurl.com/7q6uq . Request the full text: Gianna.Cassidy@gcal.ac.uk.

Castronova, Edward: Synthetic Worlds. The Business and Culture of Online Games. Chicago: University of Chicago Press 2005.

Chandler, Heather: The Game Production Handbook. Hingham, Mass.: Charles River Media 2005.

Chen, Steven; Duncan Brown: The Architecture of Level Design. In: Gamasutra July 16, 2001. http://www.gamasutra.com/resource_guide/20010716/chen_01.htm.

Chesher, Chris: Neither gaze nor glance, but glaze: relating to console game screens. SCAN 1.1. 2004 http://scan.net.au/scan/journal/display.php?journal_id=19 .

Compton, Shanna (Hrsg.): Gamers: Writers, Artist & Programmers on the Pleasures of Pixels. Softscull 2004.

Copier, Marinka und Joost Raessens (Hrsg.): Level Up. Proceedings der Digital Games Research Conference. Utrecht: Universiteit Utrecht/DiGRA 2003.

Crawford, Chris: On Game Design. Indianapolis, New Riders 2003.

Crosby, Olivia: Working so that Others Can Play: Jobs in Video Game Development. In: Occupational Outlook Quarterly Summer 2000. http://www.bls.gov/opub/ooq/2000/Summer/art01.pdf.

Darley, Andrew: Visual Digital Culture. Surface Play and Spectacle in New Media Genres. London and New York, Routledge 2000.

Debusmann, Sylvia: "Handlungsfreiheit und Virtualität. Zur ethischen Dimension der Computerfiktion." Dissertation 2007.

 
   

Egenfeldt-Nielsen, Simon: Playing with Fire. How Do Computer Games Influence the Players. Göteborg: Nordicom 2004.

Eskelinen, Markku: "The Gaming Situation". In: Gamestudies 1, 2001. http://www.gamestudies.org/0101/eskelinen/

Everett, A. "Serious Play: Playing with Race in Contemporary
Gaming Culture". In: J. Raessens & J. Goldstein (Eds.), Handbook of
Computer Game Studies . Cambridge, MA and London: MIT 2005, pp. 311-326.

Fantone, L.. "Final Fantasies. Virtual Women's Bodies". Feminist
Theory, 4, 2003, (1), 51-72.

Feibel, Thomas: Killerspiele im Kinderzimmer. Düsseldorf: Walter 2004.

Forster, Winnie: Spielkonsolen und Heimcomputer. Utting: Gameplan 2005 (2. Aufl.)

Forster, Winnie; Stephan Freundorfer (Hrsg.): Joysticks. Eine illustrierte Geschichte der Game-Controllers 1997-2004. Utting 2004.

Freeman, David: Creating Emotion in Games. Berkeley, CA: New Riders 2005 (2. Aufl.)

Fritz, Jürgen; Wolfgang Fehr (Hrsg.): Handbuch Medien: Computerspiele. Bonn: BZP 1997 (Nachdruck 1999)

Fritz, Jürge; Wolfgang Fehr (Hrsg.): Handbuch Medien: Computerspiele. http://www.medienpaedagogik-online.de/cs/00772/index.html. (Alle Artikel zum Download als PDF)

Fromm, Rainer: Digital spielen - real morden? Shooter, Clans und Fragger: Videospiele in der Jugendszene. Marburg: Schüren 2003 (2. Aufl.)

Gangloff, Tilmann: Was ist, wenn er Recht hat? 37. MIP-TV in Cannes: Keiner edet über Inhalte. In: epd medien Nr. 31/32, 19. April 2000. In: http://www.epd.de/medien/2000/31leiter.htm.

Gantzler, Todd: Game Development Essentials: Video Game Art. Clifton Park, NY : Thomson/Delmar Learning 2005.

Garrets, Nate: Meaning And Culture of Grand Theft Auto: Critical Essays. McFarland & Company 2006.

Gee, James Paul: What Video Games Have to Teach Us About Learning and Literacy. New York, NY: Palgrave Macmillan 2004.

Gee, James P.: Good Video Games and Good Learning. New York, NY: Lang 2007.

Gibson, David, Clark Aldrich, Marc Prensky (Eds.): Games And Simulations in Online Learning: Research And Development Frameworks. Hershey, PA: Idea Group Publishing 2007. (im Erscheinen).

Gieselmann, Hartmut: Der virtuelle Krieg. Zwischen Schein und Wirklichkeit im Computerspiel. Hannover: Offizin 2002.

Goldstein, Jeffrey; Joost Raessens (Hrsg.): Handbook of Computer Games Studies, Cambridge, Mass: MIT Press, 2005.

Gonzalez, Lauren. A History of Video Game Controversy. In: Gamespot, 2004 http://www.gamespot.com/features/6090892/index.html

Griffin, Steven: Push. Play: An Examination of the Gameplay Button. Digital Games Research Association International Conference 2005. Read it: http://tinyurl.com/9afsy.

Grossman, Dave; Gloria De Gaetano. Wer hat unseren Kindern das Töten beigebracht? Ein Aufruf gegen Gewalt in Fernsehen, Film und Computerspielen. Stuttgart: Freies Geistesleben 2003 (2. Aufl., engl. Originalausgabe)

Gunzenhäuser, Randy: Computerspiele als Herausforderung an die Wissenschaften. In: Keitel, Evelyne; Gunter Süß; Randi Gunzenhäuser (Hrsg): Computerspiele - eine Provokation für die Kulturwissenschaften? Lengerich: Pabst 2003, 107-114.

Hartmann, Tilo: Die Selektion unterhaltsamer Medienangebote am Beispiel von Computerspielen: Struktur und Ursachen
Unterhaltungsforschung. Halem 2006.

Harrigan, Pat; Noah Wardrip-Fruin (Hrsg.): Second Person. Role Playing and Story in Games and Playable Media. Boston, Mass. 2006 (erscheint im November 2006).

Hartmann, Bernd: Literatur, Film und das Computerspiel. Münster: Lit 2004.

Holl, Steven: Parallax. New York: Princeton 2000.

Herz, Jessie Cameron: Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds. Boston: Little, Brown, and Co. 1997.

Hew, Kevin, Gibbs, Martin and Wadley, Greg: Usability and Sociability of the Xbox Live Voice Channel. Australian Workshop on Interactive Entertainment 2004. Read it: http://tinyurl.com/dyjwu.

Hunter, William: The Dot Eaters: A Brief History of the Video Game. http://www.emuunlim.com/doteaters/.

Irish, Dan: The Game Producer's Handbook. Boston, Mass.: Thomson 2005.

Ito 2005 @@ In: Wardrip-Fruin; Noah; Pat Harrigan (Eds.): First Person. New Media as Story, Performance and Game. Cambridge, Massachusetts: MIT 2004, @@.

Jenkins, Henry: Games, the New Lively Art. In: Goldstein, Jeffrey; Joost Raessens (eds.): Handbook of Computer Game Studies. Cambridge: MIT 2005. http://web.mit.edu/21fms/www/faculty/henry3/GamesNewLively.html.

Jenkins, Henry: Fans, Bloggers and Gamers. Exploring Participatory Culture. New York: New York University Press 2006.

Jenkins, Henry: The Wow Climax: Tracing the Emotional Impact of Popular Culture. New York: New York University Press 2006.

Jönsson, Erika: If Looks Could Kill: An Evaluation Of Eye Tracking In Computer Games. Master's Degree Project. Royal Institute of Technology, 2005. Read it: http://tinyurl.com/d947u.

Johnson, Steven: "Everything Bad is Good for You". How Popular Culture is Making Us Smarter. New York: Riverhead Boosk 2005.

Jones, Steven G.: Cybersociety : Computer-Mediated Communication and Community. Thousand Oaks 1994

Juul, Jesper: "A Brief Note on Games and Narratives". In: Gamestudies 1, 2001. http://www.gamestudies.org/0101/juul-gts.

Juul, Jesper: Introduction to Game Time. In: Wardrip-Fruin; Noah; Pat Harrigan (Eds.): First person. New Media as Story, Performance and Game. Cambridge, Massachusetts: MIT 2004, @@.

Juul, Jesper: Half-Real. Boston, Mass.: MIT 2005.

Kaminski, Winfred; Martin Lorber (Hrsg.): Clash of Realities. Computerspiele und soziale Wirklichkeit. München: Kopaed 2007.

Kampmann Walter, Bo: Playing and Gaming. Reflections and Classifications. In: Game Studies, Volume 3, issue 1.
URI: http://www.gamestudies.org/0301/walther/

Kampmann, Walter, Bo: Cinematography and Ludology: In Search of a Lucidography. In: Dichtung digital 2004, www.dichtung-digital.org/2004/1-Walther.htm.

Keitel, Evelyne; Gunter Süß; Randi Gunzenhäuser; Angela Hahn (Hrsg.): Computerspiele - eine Provokation für die Kulturwissenschaften. Lengerich: Pabst 2003.

Kelland, Matt; Dave Morris; Dave Lloyed: Machinima. 2005

Kelman, Nic: Video Game Art. New York: Assoline 2005.

Kennedy, H. Feminism 'In' and 'At' Play: Female Quake Clans and
the Politics of Subversion, Power Up - Computer Games, Ideology and
Play. Bristol 2003.

Kennedy, H. "Lara Croft: Feminist Icon or Cyberbimbo? On the
Limits of Textual Analysis". Game Studies, 2, 2002, (2).

Kent, Steve L.: The Ultimate History of Video Games. New York 2001.

Kerr, A. Women Just Want to Have Fun: A Study of Adult Female
Players of Digital Games, Level Up.Utrecht 2003.

King, Geoff; Tanya Krzywinska (Hrsg.): ScreenPlay: Cinema. Videogames. Interfaces. London: Wallflower Press 2002.

King, Lucien: Game On. The History and Culture of Videogames. Laurence King Publishing 2002.

Kirsi, Vesa-Pekka: Make Business with Mobile Games, NMIC 2003. http://www.nokia.com/nmic2003/pdf/Kirsi_VP_NMIC2003.pdf.

Klimmt, Christoph: Computerspielen als Handlung. Dimensionen und Determinanten des Erlebens interaktiver Unterhaltungsangebote. Köln: Halem 2006.

Kline, Stephen; Nick Dyer-Witheford; Greg Peuter (Hrsg.): Digital Play. The Interaction of Technology, Culture and Marketing. Montréal u.a.: McGill-Queen's University Press 2003.

Kocher, Mela: Folge dem Pixelkaninchen! Ästhetik und Narrativität digitaler Spiele. Zürich: Chronos 2007.

Kohler, Chris: Power-Up: How Japanese Video Games Gave the World an Extra Life. Indianapolis, Indiana: BradyGames 2005.

Kushner, David: Masters of Doom. How Two Guys Created an Empire and Transformed Pop Culture. 2003.

Ladas, Manuel: Brutale Spiele(r)? Wirkung und Nutzung von Gewalt in Computerspielen. Frankfurt u.a.: Lang 2002.

Larsen, Trond Wingard: Designing Games for Novice Players. In: Gamasutra May 14, 1999. http://www.gamasutra.com/features/19990514/nongamers_01.htm.

Lischka, Konrad: Wer soll das bezahlen? In: telepolis, 04.03.2001. http://www.heise.de/tp/r4/html/result.xhtml?url=/tp/r4/artikel/7/7050/1.html.

Laurel, Brenda: Computers as Theatre. Menlo Park, CA: Addison-Wesley 1993.

Leonard, D. J.: "To the White Extreme: Conquering Athletic Space, White Manhood, and Racing Virtual Reality". In: N. Garrelts (Ed.), Digital Gameplay. Essays on the Nexus between Game and Gamer. Jefferson, NC and London: McFarland 2005, pp. 110-129.

Liquido, Ty: GTA - ology: What I Need to Know in Life I Learned From Playing Grand
Theft Auto. BookSurge Publishing, 2006.

Lischka, Konrad: Spielplatz Computer. Hannover: Heise 2001.

Lober, Andreas: Virtuelle Welten werden real. Second Life, World of Warcraft & Co: Faszination, Gefahren, Business. Hannover: Heise 2007.

Lowood, Henry: High-Performance Play: The Making of Machinima. In: Clarke, Andy; Grethe Mitchell: Videogames and Art. Intersections and Interactions. Bristol: Intellect Books 2005. http://www.stanford.edu/~lowood/Texts/highperformanceplay_finaldraft.pdf.

Manninen, Tony and Kujanpää, Tomi. The Hunt for Collaborative War Gaming - CASE: Battlefield 1942. The Journal of Game Studies. 2005: 1. Read it: http://tinyurl.com/7vgre.

Manovich, Lev: The Language of New Media. Cambridge, Massachusetts: MIT Press 2001.

Marino, Paul: 3D Game-Based Filmmaking: The Art of Machinima. Buch + CD-Rom. New York: Paraglyph Press 2004.

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

Mertens, Mathias; Tobias O. Meißner. Wir waren Space Invaders. Geschichten vom Computerspielen. Frankfurt am Main 2002.

Miller, Dale; Penny Visser; Brian Staub: How Surveillance Begets Perceptions of Dishonesty: The Case of the Counterfactual Sinner. In: Journal of personality and social psychology, 2005, Vol. 89, No. 2, 117-128. Murray, Janet H. : Hamlet on the Holodeck. The Future of Narrative in Cyberspace. Cambridge, Massachusetts, MIT 2000 (3. Aufl.)

Mitchell, Grethe; Andy Clarke (eds.): Videogames and Art. Bristol: intellect 2007.

Neitzel, Britta: Gespielte Geschichten. Struktur- und prozessanalytische Untersuchungen der Narrativität von Videospielen. Diss. 2000. http://www.db-thueringen.de/servlets/DerivateServlet/Derivate-2063/Dissertation.html

Neitzel, Britta: Gespielte Geschichten? Narration und visueller Diskurs in Computerspielen, Münster: Lit 2005. (überarbeitet und aktualisiert)

Neitzel, Britta; Bopp, Mathias, Rolf F. Mohr: "See? I'm real...Multidisziplinäre Zugänge zum Computerspiel am Beispiel von 'Silent Hill'. Münster: Lit 2005.

Neitzel, Britta; Rolf F. Nohr (Hrsg.): Das Spiel mit dem Medium. Partizipation, Immersion, Interaktion. Marburg: Schüren 2006.

Newman, James: Videogames. London, New York: Routledge 2004.

Nitsche, Michael: Games, Montage, and the First Person Point of View. Digital Games Research Association International Conference 2005. Read it: http://tinyurl.com/bh2p8.

Pias, Claus: "‘noisy, narrow-band devices‘ - Prologema zur Animationsgeschichte des Computerspiel(er)s". In: Hemken, Kai-Uwe (Hrsg.): Bilder in Bewegung. Traditionen digitaler Ästhetik. Köln: Dumont 2000, S. 222-235.

Pias, Claus: Computer Spiel Welten. München 2002.

Poole, Steven: Trigger Happy: The Inner Life of Videogames. London: Fourth Estate 2001. Download. http://stevenpoole.net/free/TriggerHappy.pdf.

Prensky, Marc: Don't Bother Me Mom - I'm Learning! How Computer and Video Games are Preparing Your Kids for Twenty-First Century Success and How you can Help!. St. Paul, Minneapolis: Paragon House, 2006.

Prensky, Marc: Digital Game-Based Learning. New York: McGraw-Hill 2001.

Prensky, Marc: Digital Game-Based Learning: Practical Ideas for the Application of Digital Game-Based Learning. St. Paul, Minneapolis: Paragon House 2007.

Raessens, Joost; Jeffrey Goldstein: Handbook of Computer Game Studies. Boston, Massachusetts: MIT 2005.

Raugust, Karen: The Animation Business Handbook. New York: St. Martin's Press 2004.

Rautzenberg, Markus: Spiegelwelt. Elemente einer Aisthetik des Bildschirmspiels. Berlin Logos 2002.

Ravaja, Niklas, et al.: The Psychophysiology of Video Gaming: Phasic Emotional Responses to Game Events. Digital Games Research Association International Conference 2005. Read it: http://tinyurl.com/7rsfz.

Reeves, Stuart; Steve Benford; Claire O'Malley; Mike Fraser: Designing the Spectator Experience. ACM Conference on Computer-Human Interaction (CHI ‘05), 741--750. ACM Press, April 2005. Read it: http://tinyurl.com/c2x98.

Ringuet, JM: “Three Axis-Animation: The Hardships of Animating Three-Dimensional Characters in Real Time Games”. In: Gamasutra July 27, 2001. http://www.gamasutra.com/features/20010727/ringuet_pfv.htm.

Robinett, Warren: “Foreword”. In: Wolf, Mark J.P.; Bernard Perron (eds.): The Video Game Theory Reader. Routledge 2003, pp. vi-xix.

Rollings, Andrew; Ernest Adams: Andrew Rollings and Ernest Adams on Game Design. Boston: New Riders 2003.

Rötzer, Florian (Hrsg.): Virtuelle Welten - reale Gewalt. Hannover: Heise 2003.

Rouse, Richard: Computer Game Design: Theory and Practice. Plano: Wordware Publishing 2001.

Rubin, Jason: Great Game Graphics... Who Cares? Presentation for the GDC 2003. In: Gamasutra http://www.gamasutra.com/features/20030409/rubin_01.shtml.

Rutter, Jason; Jason Bryce (Eds.): Understanding Digital Games. London: Sage 2006.

Ryan, Marie-Laure : Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Baltimore, London: John Hopkins 2001.

Salen, Katie; Eric Zimmermann: Rules of Play: Game Design Fundamentals. Boston, Massachusetts. MIT 2003.

Salen, Katie; Eric Zimmerman: The Game Design Handbook. Boston, Massachusetts. MIT 2006.

Salen, Katie: (Ed.): The Ecology of Games: Connecting Youth, Games and Learning. Cambridge, Massachusetts: MIT 20008.

Sanders, Adrian Luc: Animating for Video Games vs. Animating for Movies. http://animation.about.com/od/videogameanimation/a/gamesvsmovies_p.htm.

Sanders, Adrian Luc: FMVs vs. Playable Models in Video Games. http://animation.about.com/od/videogameanimation/a/fmvvsplayable.htm.

Schnitzler, Adam: How to Build a Better Cutscene. In: Gamasutra, March 6, 2003. http://www.gamasutra.com/gdc2003/features/20030306/schnitzer_01.htm.

Shaffer, David Williamson: How Computer Games Help Children Learn. New York, NY: Palgreve Macmillan 2006.

Sheff, David: Nintendo: ‚Game Boy‘. Wie ein japanisches Unternehmen die Welt erobert. München: Goldmann 1993.

Sobchack, Vivian C. (Hrsg.): Meta-morphing. Visual Transformation and the Culture of Quick-Change. Minneapolis; London: University of Minnesota Press 2000.

Suter, Beat: Computerspiel und Narration: http://www.stuttgart.de/stadtbuecherei/druck/oc/suter/
(Vortrag für "tell_net", Stadtbücherei Stuttgart, 10. April 2003.)

Stockburger, Axel: The Rendered Arena. Modalities of Space in Video and Computer Games. PhD. London 2007. http://www.stockburger.co.uk/research/pdf/Stockburger_Phd.pdf.

Taylor, T.: Play Between Worlds: Exploring Online Game Culture. Exploring Online Game Culture. Cambridge, Massachusetts: MIT 2006.

Taylor, T. L.: Does WoW Change Everything? How a PvP Server, Multinational Player Base, and Surveillance Mod Scene Caused Me Pause. Games and Culture, 1, 2006, (4), 318-337.

Thon, Jan-Noel: Toward a Model of Perspective in Contemporary Computer Games. Computer Games as Fictional Worlds. http://www.icn.uni-hamburg.de/images/stories/NarrPort/Point/beitrag_thon_bfs.pdf

Ultimate Game Design: Building Game Worlds.

Vorderer, Peter; Jennings Bryant: Playing Video Games. Motives, Responses, and Consequences. Mahwah, London: Erlbaum 2006.

Wardrip-Fruin; Noah; Pat Harrigan (Eds.): First Person. New Media as Story, Performance and Game. Cambridge, Massachusetts: MIT 2004.

Wehn, Karin: Machinima - Was Ego-Shooter und Puppentheater gemeinsam haben (Teil 1 und 2), http://www.heise.de/tp/r4/artikel/17/17818/1.html , 13.07.2004; Die Produktion von Machinima-Filmen (Teil 3). http://www.heise.de/tp/r4/artikel/17/17915/1.html , 26.07.2004; Machinima-Stile: Parodien, Live-Machinimas, Ego-Shooter, Animationen (Teil 4). In: Telepolis, http://www.heise.de/tp/r4/artikel/18/18159/1.html 29.08.2004, Machinima versus Urheberrecht (Teil 5). In: Telepolis, http://www.heise.de/tp/r4/artikel/18/18379/1.html , 28.09.2004, Emanzipierter Umgang mit Computerspielen (Teil 6) . In: Telepolis, http://www.heise.de/tp/r4/artikel/19/19038/1.html , 20.12.2004.

Wehn, Karin: Mythos Machinima. Zwischen Anspruch und Realität. In: Rebensburg, Klaus (Hrsg.): NMI 2005. Neue Medien der Informationsgesellschaft „Film & Computer“. Aachen: Shaker 2006, 197-212.

Wenz, Karin: Computerspiele und Kulturwissenschaften. In: http://parapluie.de/archiv/cyberkultur/computerspiel/.

Wenz, Karin: Narrativität in Computerspielen. In: Schade, Sigrid (Hrsg.): Konfigurationen. Zwischen Kunst und Medien, Fink-Verlag, München 1999. (anlässlich der Tagung "Konfigurationen zwischen Kunst und Medien" vom 4.-7.9.1997 in Kassel)

Wessely, Christian: Von Star Wars, Ultima und Doom. Mythologisch verschleierte Gewaltmechanismen im kommerziellen Film und in Computerrollenspielen. Frankfurt u.a.: Lang 1997.

Whalen, Zach: Play Along - An Approach to Videogame Music. In: Game Studies 4, 2005 http://www.gamestudies.org/0401/whalen/

Wilson, Laetitia: Interactivity or Interpassivity: A Question of Agency in Digital Play. http://hypertext.rmit.edu.au/dac/papers/Wilson.pdf

Wirsig, Christian: Das große Lexikon der Computerspiele. Berlin: Schwarzkopf und Schwarzkopf 2003.

Wolf, Mark J.P. (Hrsg.): The Medium of the Video Game, Austin: University of Texas Press 2001.

Wolf, Mark J.P.; Bernard Perron (Hrsg.): The Video Game Theory Reader. Routledge 2003.

Wolf, Mark J. P.: „Space in the Video Game“. In: Wolf, Mark J. P. (ed.): The Medium of the Video Game. Austin: University of Texas Press 2001, 51-75.

Yong Cao; Wen C. Tien; Petros Faloutsos; Frédéric Pighin: Expressive Speech-Driven Facial Animation. ACM Transactions on Graphics (24) 4, 1283-1302. Read it: http://tinyurl.com/7bof6.

 

Journals, Zeitschriften und wissenschaftliche Gemeinschaften on- und offline

Buzzcut. Critical Videogame Theory. http://www.buzzcut.com.

Center for Computer Games Research. http://ga.me.itu.dk/.

Dichtung digital. http://www.dichtung-digital.com/.

Digra. Digital Games Research Association. http://www.digra.org.

Game Brains.com. http://game-brains.com/.

Gameface. http://www.game-face.de/. (anscheinend gesamtes Archiv der Print-Ausgabe online)

Games and Culture. Sage. http://games.sagepub.com.

GEE. http://www.geemag.de/.

Game Studies. The International Journal of Computer Game Research: http://www.gamestudies.org.

The International Digital Media & Arts Association Journal. Special Computer Games http://www.idmaa.org/journal/iDMAa_Journal_Vol_2_No_1.htm.

IPerG. http://www.pervasive-gaming.org/index_swf.html.

The Journal of Game Development. http://www.jogd.com

The Journal of Simulation & Gaming. http://www.unice.fr/sg/

Ludology.org.http://www.ludology.org.

Eludamos. Journal for Computer Game Culture

Weitere Game Studies Blogs.

http://www.google.com/Top/Games/Game_Studies/Weblogs/

 

Konferenzen zu Computergames

Melbourne, DAC 2003. Alle Papers unter: http://hypertext.rmit.edu.au/dac/papers/

Lukol Directory Games Games Studies.http://lukol.com/Top/Games/Game_Studies/

Ludoloy.org. http://ludology.org/index.php

Playability.de. http://www.playability.de/

Game-Issue von "Switch": http://switch.sjsu.edu/web/v5n2/index2.html

Website der Konferenz "Computer Games & Digital Textualities", Copenhagen 2001: http://diac.it-c.dk/cgdt

Großes Text- und Software-Archiv zum Thema "Interactive Fiction": ftp://ftp.gmd.de/if-archive/

Einige Texte zu Computerspielen von Claus Pias: http://www.uni-essen.de/~bj0063/texte.html.

Websites für Designer

Gamasutra.com. http://www.gamasutra.com

Game Developer’s Network. http://www.gamedev.net

Game Development and Production (Wordware Game Developer's Library

Joystick101.org. http://www.joystick101.org

Experimental Game Play. http://www.experimental-gameplay.org

Looneygames.com. http://www.loonygames.com

- weitere Linkhinweise nehme ich gerne in die Liste auf!

Spieltheorie-Klassiker

Caillois 1958: In: Scheuerl 1997 Bd. 2, 157-166.

Huizinga 1938: In: Scheuerl 1997, Bd. 2, 142-147.

Huizinga, Johan: Homo Ludens. Vom Ursprung der Kultur im Spiel. Reinbek: rororo 1987.

Piaget, Jean: Nachahmung, Spiel und Traum: die Entwicklung der Symbolfunktion beim Kinde. Stuttgart: Klett Cotta 1993.

Scheuerl, Hans: Das Spiel. Bd. 1. Untersuchungen über sein Wesen, seine pädagogischen Möglichkeiten und Grenzen. Weinheim und Basel: Beltz 1994.

Scheuerl, Hans: Das Spiel. Theorien des Spiels. Bd. 2. Weinheim und Basel: Beltz 1991.

 

 

 

 
 

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