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Nieuwe media en populaire cultuur: Computergames (2011-2012)

Literatuurlijst (versie 3, 22 november) _____________________________________________________ Hoorcollege 1 (18 november): Gamestudies, een introductie Ren Glas Aarseth, Espen (2001). Computer Game Studies, Year One. In: Game Studies 1 (1). http://www.gamestudies.org/0101/editorial.html Frasca, Gonzalo (2003) Ludologists Love Stories, Too: Notes from a Debate that Never Took Place. In: Copier, Marinka & Joost Raessens (eds), Level Up: Digital Games Research Conference Proceedings. Utrecht: DiGRA and University of Utrecht. Online: http://www.digra.org/dl/db/05163.01125 Simons, Jan (2007). Narrative, Games, and Theory. In: Game Studies 7 (1). http://www.gamestudies.org/0701/articles/simons Bogost, Ian (2009). Videogames are a Mess. Presented at 2009 DiGRA Conference - Breaking New Ground: Innovation in Games, Play, Practice and Theory. http://www.bogost.com/writing/videogames_are_a_mess.shtml 25 November geen hoorcollege! Hoorcollege 2 (2 december): Identiteit Sybille Lammes Schleiner, Anne-Marie. Does Lara Croft Wear Fake Polygons? Gender and Gender-Role Subversion in Computer Adventure Games. In: Leonardo 34 (3). pp. 221-226 http://browse.reticular.info/text/collected/leonardo/Does%20Lara% 20Croft%20Wear%20Fake%20Polygons%20Gender%20and%20Ge nderRole%20Subversion%20in%20Computer%20Adventure%20Games. pdf Bryce, Jo & Rutter, Jason (2002). Killing Like a Girl: Gendered Gaming and Girl Gamers Visibility. In: Computer Games and

Digital Cultures Conference Proceedings., Tampare: Tampare University Press. http://digiplay.info/node/601 Everett, Anna, and Craig Watkins (2008). The Power of Play: The Portrayal and Performance of Race in Video Games." In: Salen, Katie (ed.) The Ecology of Games: Connecting Youth, Games, and Learning. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. pp. 141166. http://www.mitpressjournals.org/doi/pdf/10.1162/dmal.978026269 3646.141 Hoorcollege 3 (9 december): Serious Games Guest Lecture: Teresa de la Hera Heide, Jonas Heide & Sine Nrholn Just (2009). "Playful Persuasion: The Rhetorical Potential of Advergames." Nordican Review 30 (2), pp. 53-68. http://www.nordicom.gu.se/common/publ_pdf/297_smith_just.pdf Stokes, Benjamin, Suzanne Seggerman & David Rejeski. For a Better World: Digital Games and the Social Change Sector Published by Games for Change and the Woodrow Wilson International Center for Scholars. http://www.gamesforchange.org/whitepaper.pdf Susi, Tarja, Mikael Johannesson & Per Backlund (2007). Serious games: An overview. Technical Report HS-IKI-TR-07-01: School of Humanities and Informatics, Sweden. http://www.autzones.com/din6000/textes/semaine12/SusiEtAl(200 5).pdf Hoorcollege 4 (16 december): Ruimte en narrativiteit Sybille Lammes Sutton-Smith, B. (2006). Play and Ambiguity. In: Salen, K & E. Zimmerman (eds.). The Game Design Reader: A Rules of Play Anthology. Cambridge: The MIT Press. Pp. 296-313 http://nideffer.net/classes/27008/week_01_intro/BrianSuttonSmith_PlayandAmbiguity.pdf Aarseth. E. (2000). Allergories of Space: The Question of Spatiality in Computer Games. In: Cybertext Yearbook 2000. Pp. 152-171 http://cybertext.hum.jyu.fi/articles/129.pdf Fuller, M & H. Jenkins. (1995). Nintendo and New World Travel Writing: A Dialogue. In: Jones, S.G. (ed.) Cybersociety: Computer-

Mediated Communication and Community, Thousand Oaks: Sage Publications. Pp. 57-72. http://www.stanford.edu/class/history34q/readings/Cyberspace/Full erJenkins_Nintendo.html Jenkins. H. (2002). Game Design as Narrative Architecture. In: Harrington, P & N. Frup-Waldrop (eds.). First Person. Cambridge: The MIT Press. http://web.mit.edu/cms/People/henry3/games&narrative.html Hoorcollege 5 (6 januari): Games en/als participatie Ren Glas Raessens, Joost. (2005). Computer Games as Participatory Media Culture. In: Raessens, Joost & Jeffrey Goldstein (eds.). Handbook of Computer Game Studies. Cambridge: The MIT Press. pp. 373388. Glas, Ren. Games of Stake: Control, Agency and Ownership in World of Warcraft. PhD dis. University of Amsterdam, 2010. http://dare.uva.nl/record/357610 [Hoofdstuk 4, pp. 107-152] Sotamaa, Olli (2010). When The Game is Not Enough: Motivations and Practices among Computer Game Modding Culture. In: Games and Culture 5 (3), pp. 239-255. http://gac.sagepub.com/content/5/3/239.abstract. Hoorcollege 6 (13 januari): Sociale Media en gamequiz Richard van Meurs/Ren Glas Van Meurs, Richard (2011). And Then You Wait: The issue of dead time in social network games. Paper presented at DIGRA 2011 Conference, Hilversum, The Netherlands. http://www.richardvanmeurs.nl/grrc/wpcontent/uploads/2011/11/Digra2011-And_Then_You_Waitfinalversion.pdf. Stenros, J., Paavilainen, J. & Myr, F. (2009). The Many Faces of Sociability and Social Play in Games. Paper presented at MindTrek 2009 conference, Tampere, Finland. Liszkiewicz, A.J.P. (2010, March 9). Cultivated Play: Farmville. MediaCommons. http://mediacommons.futureofthebook.org/content/cultivated-playfarmville.

Hoorcollege 7 (20 januari): Homo Ludens 2.0 Joost Raessens Mul, Jos de (2005). The Game of Life. In: Raessens, Joost & Jeffrey Goldstein (eds.). Handbook of Computer Game Studies. Cambridge: The MIT Press. pp. 251-266. Raessens, J. (2006). Playful Identities, or the Ludification of Culture. In: Games and Culture 1 (1). http://www.raessens.nl/Publicaties/2006-RaessensPlayfulIdentities.pdf Raessens, J. (2009). Homo ludens 2.0. In: Metropolis M. Jaargang 30, no. 5. Utrecht: Stichting Metropolis M. http://www.scribd.com/doc/22195438 (Ned) http://www.scribd.com/doc/22195483 (Eng)

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