GameLab Recommended Reading List

Cindy Pickering, John David Miller, Eleanor Wynn, Chuck House, 3D Global Virtual Teaming Environment, C5 Symposium, University of California, Berkeley, February 2006.

Walt Scacchi, Free/Open Source Software Development Practices in the Computer Game Community, IEEE Software, 21(1), 59-67, January/February 2004.

 

Mark Cavazza, Fred Charles, and Steven Mead, Interacting with virtual characters in interactive storytelling, Proceedings of the first international joint conference on Autonomous agents and multiagent systems, 318 – 325, 2002.

 

Derek Keats, Collaborative Development of Open Content: A Process Model to Unlock the Potential for African Universities, First Monday, 8(2), 2003.

 

David Williamson Shaffer, Epistemic Games. Innovate, 1(6), 2005.

 

James Gee, 2005. What would a state of the art instructional video game look like?. Innovate 1 (6). http://www.innovateonline.info/index.php?view=article&id=80 (accessed April 13, 2006).

 

Susan Leigh Star, The Ethnography of Infrastructure, American Behavioral Scientist, 43(3), 377-391, November/December 1999.

 

Gloria Mark, Extreme Collaboration, Communications of the ACM, December 2001.

 

Anne-Marie Schleiner, Does Lara Croft Wear Fake Polygons? Gender and Gender-Role Subversion in Computer Adventure Games, Leonardo, 34(3), 221-226, 2001.

 

Will Knight, Computer Characters Mugged in Virtual Crime Spree, New Scientist.com, 18 August 2005.

 

Rutger Bruil, et al., Clans: United We Stand, 2003.

 

O. Sotamaa, Computer Game Modding, Intermediality and Participatory Culture, 2005.

 

Paul Frost, A Software Process for Online Game Tools Development, Gamasutra.com, September 2004.

 

Alard Weisscher, Applying Computer Game Techniques to Process Visualization, Information Design Journal, 1091), 50-57, 2000.

 

HyperJournal, and HyperJournal Engineering, 2005.

 

Geoffrey Bowker and Susan Leigh Star, Building Information Infrastructures for Social Worlds – The Role of Classifications and Standards, in T. Ishida (Ed.), Community Computing and Support Systems, Lecture Notes in Computer Science 1519, 231-248, 1998.

 

Sarah Valdez, Open Source Art, Art in America, 146-148, September 2005.

 

Antoinette LaFarge, WINside out: An Introduction to the Convergence of Computers, Games, and Art, Beall Center for the Arts, University of California, Irvine, 2000.

 

Nicolar Ducheneaunt, Robert Moore, and Eric Nickell, Designing for Sociability in Massively Multiplayer Games: an Examination of the “Third Places” of SWG, Paper presented at the Other Players conference (http://www.itu.dk/op), Copenhagen, Denmark, December 2004.

 

Cory Ondrejka, Changing Realities: User Creation, Communication, and Innovation in Digital Worlds, Social Science Research Network, January 2005.

 

T.L. Taylor and Beth E. Kolko, Boundary spaces: Majestic and the uncertain status of knowledge, community, and self in a digital age. Information, Communication, & Society, 6(4), 497-522, 2003.

 

David Howard, Videogame Aesthetics: The Future!, Gamasutra.com, October 2005.

 

Nick Yee, The Demographics, Motivation and Derived Experiences of Users of Massively Multi-User Online Graphical Environments, Presence: Teleoperators and Virtual Environments, (to appear) 2006.

 

 

Magy Seif El-Nasr and Brian K. Smith, Learning through Game Modding, Computers in Entertainment, 4(1), January 2006.

 

Andrew Mactavish, Mods, Gods, and Creative Computer Gameplay, January 2006.

 

Mauricio Capra, et al., The Multimedia Challenges Raised by Pervasive Games, Proceedings of the 13th annual ACM international conference on Multimedia, 89-95, 2005.

 

Olli Sotamaa, “Have Fun Working with Our Product!”: Critical Perspectives On Computer Game Mod Competitions, DIGRA Conference, June 2005.

 

David Nieborg., "Am I Mod or Not? - an Analysis of First Person Shooter Modification Culture". Paper presented at Creative Gamers Seminar - Exploring Participatory Culture in Gaming. Hypermedia Laboratory (University of Tampere), 2005.