These are the sources and citations used to research Uni/Y1-S1/Constructing Narratives: "Narrative Building Blocks: On Authorship and Videogames as Interactive Hypertexts". This bibliography was generated on Cite This For Me on
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In-text: (Aarseth, 2004)
Your Bibliography: Aarseth, E., 2004. Quest games as post-narrative discourse. Narrative across media: The languages of storytelling, pp.361--376.
similar industrial production template
In-text: (Arsenault, 2009)
Your Bibliography: Arsenault, D., 2009. Video game genre, evolution and innovation. Eludamos. Journal for Computer Game Culture, 3(2), pp.149--176.
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In-text: (Ashcraft, 2010)
Your Bibliography: Ashcraft, B., 2010. The Search For The Video Game Auteurs. [online] Kotaku. Available at: <http://kotaku.com/5477174/the-search-for-the-video-game-auteurs> [Accessed 5 January 2015].
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In-text: (Bain, 2013)
Your Bibliography: Bain, J., 2013. What's in a game?: A discussion of gameplay and narrative. [video] Available at: <https://www.youtube.com/watch?v=6bvX4hzqcqc> [Accessed 2 January 2015].
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In-text: (Barthes and Heath, 1977)
Your Bibliography: Barthes, R. and Heath, S., 1977. Image, music, text. New York: Hill and Wang.
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In-text: (Bessière, Seay and Kiesler, 2007)
Your Bibliography: Bessière, K., Seay, A. and Kiesler, S., 2007. The Ideal Elf: Identity Exploration in World of Warcraft. CyberPsychology & Behavior, 10(4), pp.530-535.
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In-text: (Bethesda Softworks, 2012)
Your Bibliography: Bethesda Softworks, 2012. The Elder Scrolls V: Skyrim.
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In-text: (Blizzard Entertainment, 2003)
Your Bibliography: Blizzard Entertainment, 2003. World of Warcraft.
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In-text: (Buecheler, 2006)
Your Bibliography: Buecheler, C., 2006. The Gamespy Hall of Fame: Maniac Mansion. [online] GameSpy.com. Available at: <https://web.archive.org/web/20110311072453/http://archive.gamespy.com/legacy/halloffame/mm.shtm> [Accessed 6 January 2015].
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In-text: (Charles et al., 2005)
Your Bibliography: Charles, D., Kerr, A., McNeill, M., McAlister, M., Black, M., Kücklich, J., Moore, A. and Stringer, K., 2005. Player-centred game design: Player modelling and adaptive digital games. In: Authors & Digital Games Research Association. [online] Available at: <http://pdf.aminer.org/000/222/654/emergent_modelling_games_development.pdf>.
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In-text: (Chen and Duh, 2007)
Your Bibliography: Chen, V. and Duh, H., 2007. Understanding Social Interaction in World of Warcraft. In: Proceedings of the International Conference on Advances in Computer Entertainment Technology. ACM, pp.21--24.
a struggle for control over the text in terms of participation, co-creation, transformation and distribution
In-text: (Cover, 2004)
Your Bibliography: Cover, R., 2004. New media theory: electronic games, democracy and reconfiguring the author–audience relationship. Social Semiotics, 14(2), pp.173-191.
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In-text: (Dovey and Kennedy, 2006)
Your Bibliography: Dovey, J. and Kennedy, H., 2006. Game Cultures: Computer Games As New Media: Computer Games as New Media. Open University Press.
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In-text: (Duncan, 2011)
Your Bibliography: Duncan, S., 2011. Minecraft, beyond construction and survival. Well Played: a journal on video games, value and meaning, [online] 1(1), pp.1--22. Available at: <http://press.etc.cmu.edu/files/WellPlayed-v1n1-11-web.pdf#page=9> [Accessed 27 December 2014].
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In-text: (Eagleton, 2008)
Your Bibliography: Eagleton, T., 2008. Literary Theory: An Introduction. Minneapolis: University of Minnesota Press.
In-text: (Frasca, 2001)
Your Bibliography: Frasca, G., 2001. Rethinking agency and immersion: video games as a means of consciousness-raising. Digital Creativity, [online] 12(3), pp.167--174. Available at: <http://www.siggraph.org/artdesign/gallery/S01/essays/0378.pdf> [Accessed 10 December 2014].
www.ludology.org/articles/thesis/FrascaThesisVideogames.pdf
In-text: (Frasca, 2001)
Your Bibliography: Frasca, G., 2001. Videogames of the Oppressed - Videogames as a Means for Critical Thinking and Debate. Masters. Georgia Insitute of Technology.
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In-text: (Frasca, 2003)
Your Bibliography: Frasca, G., 2003. Simulation versus narrative. The video game theory reader, pp.221--235.
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In-text: (Griliopoulos, 2012)
Your Bibliography: Griliopoulos, D., 2012. The state of indie gaming. [online] TechRadar. Available at: <http://www.techradar.com/news/gaming/the-state-of-indie-gaming-1111161> [Accessed 10 January 2015].
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In-text: (Hartup, 2013)
Your Bibliography: Hartup, P., 2013. Face it, Black Flag would have been better without the Assassins. Arrrrr we tired of videogame franchises?. [online] New Statesman. Available at: <http://www.newstatesman.com/culture/2013/11/face-it-black-flag-would-have-been-better-without-assassins-arrrrr-we-tired-videogam> [Accessed 5 January 2015].
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In-text: (Infinity Ward, 2005)
Your Bibliography: Infinity Ward, 2005. Call Of Duty 2. Activision.
You are trapped by unmotivated shifts between the narrative mode and the game mode, the story gets destroyed by the interactivity, the interactivity gets destroyed by the story.
In-text: (Juul, 1998)
Your Bibliography: Juul, J., 1998. A Clash between Game and Narrative. In: Digital Arts and Culture. [online] Available at: <http://www.jesperjuul.net/text/clash_between_game_and_narrative.html> [Accessed 29 December 2014].
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In-text: (Juul, 2002)
Your Bibliography: Juul, J., 2002. The Open and the Closed: Games of Emergence and Games of Progression. [online] Available at: <http://www.digra.org/wp-content/uploads/digital-library/05164.10096.pdf> [Accessed 19 December 2014].
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In-text: (Juul, 2007)
Your Bibliography: Juul, J., 2007. Without a Goal: On open and expressive games. In: B. Atkins and T. Krzywinska, ed., Videogame, Player, Text, 1st ed. [online] Manchester: Manchester University Press. Available at: <http://www.jesperjuul.net/text/withoutagoal/> [Accessed 9 January 2015].
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In-text: (Kallay, 2013)
Your Bibliography: Kallay, J., 2013. Gaming Film: How Games are Reshaping Contemporary Cinema. Palgrave Macmillan.
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In-text: (Lee, 2008)
Your Bibliography: Lee, J., 2008. Games could become "little more than a marketing tool". [online] GamesIndustry.biz. Available at: <http://www.gamesindustry.biz/articles/games-could-become-little-more-than-a-marketing-tool> [Accessed 9 January 2015].
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In-text: (MacDonald, 2012)
Your Bibliography: MacDonald, K., 2012. Dear Esther Review. [online] IGN. Available at: <http://uk.ign.com/articles/2012/02/13/dear-esther-review> [Accessed 1 January 2015].
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In-text: (Mojang AB, 2011)
Your Bibliography: Mojang AB, 2011. Minecraft.
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In-text: (Monin, 2004)
Your Bibliography: Monin, N., 2004. Management theory: A critical and reflexive reading. Routledge.
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In-text: (Naughty Dog, 2009)
Your Bibliography: Naughty Dog, 2009. Uncharted 2: Among Thieves. Sony Computer Entertainment.
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In-text: (Pfeifer, 2005)
Your Bibliography: Pfeifer, B., 2005. Soapbox: The Rise of the Auteur & the Return of Indie Development. [online] Gamasutra.com. Available at: <http://www.gamasutra.com/view/feature/130766/soapbox_the_rise_of_the_auteur__.php> [Accessed 10 January 2015].
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In-text: (Plunkett, 2012)
Your Bibliography: Plunkett, L., 2012. Dear Esther: The Kotaku Review. [online] Kotaku. Available at: <http://kotaku.com/5884520/dear-esther-the-kotaku-review> [Accessed 1 January 2015].
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In-text: (Remedy Entertainment, 2001)
Your Bibliography: Remedy Entertainment, 2001. Max Payne.
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In-text: (Rivington, 2014)
Your Bibliography: Rivington, J., 2014. Console gaming is dead - everything good is happening on PC right now. [online] TechRadar. Available at: <http://www.techradar.com/news/gaming/consoles/console-gaming-is-dead-everything-good-is-happening-on-pc-right-now-1260162> [Accessed 5 January 2015].
a manipulation by the machine of human-produced data in response to the user’s input.
In-text: (Ryan, 2009)
Your Bibliography: Ryan, M., 2009. From Narrative Games to Playable Stories: Toward a Poetics of Interactive Narrative. StoryWorlds: A Journal of Narrative Studies, 1(1), pp.43-59.
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In-text: (Saving Private Ryan, 1998)
Your Bibliography: Saving Private Ryan. 1998. [film] United States: Steven Spielberg.
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In-text: (Takahashi, 2014)
Your Bibliography: Takahashi, D., 2014. Unity CEO: Explosive growth helping indie game devs save -- and make -- big bucks. [online] VentureBeat. Available at: <http://venturebeat.com/2014/08/20/unity-ceo-were-helping-indie-game-devs-save-and-make-big-bucks/> [Accessed 10 January 2015].
In-text: (Tanenbaum and Tanenbaum, 2010)
Your Bibliography: Tanenbaum, K. and Tanenbaum, J., 2010. Agency as commitment to meaning: communicative competence in games. Digital Creativity, [online] 21(1), pp.11-17. Available at: <http://thegeekmovement.com/ktanenbaum/wp-content/uploads/2010/06/tanenbaum__tanenbaum_2009_commitment_to_meaning_dac.pdf> [Accessed 10 December 2014].
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In-text: (TF2 Team, 2013)
Your Bibliography: TF2 Team, 2013. The First Entirely Community-Created Update is LIVE!. [Blog] TF2 Blog, Available at: <http://www.teamfortress.com/post.php?id=10628> [Accessed 9 January 2015].
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In-text: (The Chinese Room, 2012)
Your Bibliography: The Chinese Room, 2012. Dear Esther.
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In-text: (The Fullbright Company, 2013)
Your Bibliography: The Fullbright Company, 2013. Gone Home.
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In-text: (Tosca, 2003)
Your Bibliography: Tosca, S., 2003. The quest problem in computer games. In: Technologies for Interactive Digital Storytelling and Entertainment. [online] Fraunhofer IRB Verlag. Available at: <http://www.it-c.dk/people/tosca/quest.htm> [Accessed 30 December 2014].
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In-text: (Ubisoft Montreal, 2013)
Your Bibliography: Ubisoft Montreal, 2013. Assassin's Creed IV: Black Flag.
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