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

  • Journal

    Aarseth, E.

    Quest games as post-narrative discourse

    2004 - Narrative across media: The languages of storytelling

    null

    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.

  • Journal

    Arsenault, D.

    Video game genre, evolution and innovation

    2009 - Eludamos. Journal for Computer Game Culture

    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.

  • Website

    Ashcraft, B.

    The Search For The Video Game Auteurs

    2010

    null

    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].

  • Online image or video

    Bain, J.

    What's in a game?: A discussion of gameplay and narrative

    2013

    NULL

    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].

  • Book

    Barthes, R. and Heath, S.

    Image, music, text

    1977 - Hill and Wang - New York

    null

    In-text: (Barthes and Heath, 1977)

    Your Bibliography: Barthes, R. and Heath, S., 1977. Image, music, text. New York: Hill and Wang.

  • Journal

    Bessière, K., Seay, A. F. and Kiesler, S.

    The Ideal Elf: Identity Exploration in World of Warcraft

    2007 - CyberPsychology & Behavior

    null

    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.

  • Software

    Bethesda Softworks

    The Elder Scrolls V: Skyrim

    2012

    null

    In-text: (Bethesda Softworks, 2012)

    Your Bibliography: Bethesda Softworks, 2012. The Elder Scrolls V: Skyrim.

  • Software

    Blizzard Entertainment

    World of Warcraft

    2003

    null

    In-text: (Blizzard Entertainment, 2003)

    Your Bibliography: Blizzard Entertainment, 2003. World of Warcraft.

  • Website

    Buecheler, C.

    The Gamespy Hall of Fame: Maniac Mansion

    2006

    null

    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].

  • Conference proceedings

    Charles, D., Kerr, A., McNeill, M., McAlister, M., Black, M., Kücklich, J., Moore, A. and Stringer, K.

    Player-centred game design: Player modelling and adaptive digital games

    2005 - Authors & Digital Games Research Association

    null

    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>.

  • Conference proceedings

    Chen, V. H. and Duh, H. B.

    Understanding Social Interaction in World of Warcraft

    2007 - ACM

    null

    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.

  • Journal

    Cover, R.

    New media theory: electronic games, democracy and reconfiguring the author–audience relationship

    2004 - Social Semiotics

    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.

  • Book

    Dovey, J. and Kennedy, H. W.

    Game Cultures: Computer Games As New Media: Computer Games as New Media

    2006 - Open University Press

    null

    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.

  • Journal

    Duncan, S. C.

    Minecraft, beyond construction and survival

    2011 - Well Played: a journal on video games, value and meaning

    null

    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].

  • Book

    Eagleton, T.

    Literary Theory: An Introduction

    2008 - University of Minnesota Press - Minneapolis

    null

    In-text: (Eagleton, 2008)

    Your Bibliography: Eagleton, T., 2008. Literary Theory: An Introduction. Minneapolis: University of Minnesota Press.

  • Journal

    Frasca, G.

    Rethinking agency and immersion: video games as a means of consciousness-raising

    2001 - Digital Creativity

    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].

  • Dissertation

    Frasca, G.

    Videogames of the Oppressed - Videogames as a Means for Critical Thinking and Debate

    2001

    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.

  • Journal

    Frasca, G.

    Simulation versus narrative

    2003 - The video game theory reader

    null

    In-text: (Frasca, 2003)

    Your Bibliography: Frasca, G., 2003. Simulation versus narrative. The video game theory reader, pp.221--235.

  • Website

    Griliopoulos, D.

    The state of indie gaming

    2012

    null

    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].

  • Website

    Hartup, P.

    Face it, Black Flag would have been better without the Assassins. Arrrrr we tired of videogame franchises?

    2013

    null

    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].

  • Software

    Infinity Ward

    Call Of Duty 2

    2005 - Activision

    NULL

    In-text: (Infinity Ward, 2005)

    Your Bibliography: Infinity Ward, 2005. Call Of Duty 2. Activision.

  • Conference proceedings

    Juul, J.

    A Clash between Game and Narrative

    1998 - Digital Arts and Culture - Bergen

    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].

  • Conference proceedings

    Juul, J.

    The Open and the Closed: Games of Emergence and Games of Progression.

    2002

    null

    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].

  • Chapter of an ed. book

    Juul, J.

    Without a Goal: On open and expressive games

    2007 - Manchester University Press - Manchester

    null

    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].

  • Book

    Kallay, J.

    Gaming Film: How Games are Reshaping Contemporary Cinema

    2013 - Palgrave Macmillan

    null

    In-text: (Kallay, 2013)

    Your Bibliography: Kallay, J., 2013. Gaming Film: How Games are Reshaping Contemporary Cinema. Palgrave Macmillan.

  • Website

    Lee, J.

    Games could become "little more than a marketing tool"

    2008

    null

    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].

  • Website

    MacDonald, K.

    Dear Esther Review

    2012

    null

    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].

  • Software

    Mojang AB

    Minecraft

    2011

    null

    In-text: (Mojang AB, 2011)

    Your Bibliography: Mojang AB, 2011. Minecraft.

  • Book

    Monin, N.

    Management theory: A critical and reflexive reading

    2004 - Routledge

    null

    In-text: (Monin, 2004)

    Your Bibliography: Monin, N., 2004. Management theory: A critical and reflexive reading. Routledge.

  • Software

    Naughty Dog

    Uncharted 2: Among Thieves

    2009 - Sony Computer Entertainment

    null

    In-text: (Naughty Dog, 2009)

    Your Bibliography: Naughty Dog, 2009. Uncharted 2: Among Thieves. Sony Computer Entertainment.

  • Website

    Pfeifer, B.

    Soapbox: The Rise of the Auteur & the Return of Indie Development

    2005

    null

    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].

  • Website

    Plunkett, L.

    Dear Esther: The Kotaku Review

    2012

    null

    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].

  • Software

    Remedy Entertainment

    Max Payne

    2001

    null

    In-text: (Remedy Entertainment, 2001)

    Your Bibliography: Remedy Entertainment, 2001. Max Payne.

  • Website

    Rivington, J.

    Console gaming is dead - everything good is happening on PC right now

    2014

    null

    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].

  • Journal

    Ryan, M.

    From Narrative Games to Playable Stories: Toward a Poetics of Interactive Narrative

    2009 - StoryWorlds: A Journal of Narrative Studies

    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.

  • DVD, video, or film

    Saving Private Ryan

    1998 - Steven Spielberg - United States

    null

    In-text: (Saving Private Ryan, 1998)

    Your Bibliography: Saving Private Ryan. 1998. [film] United States: Steven Spielberg.

  • Website

    Takahashi, D.

    Unity CEO: Explosive growth helping indie game devs save -- and make -- big bucks

    2014

    null

    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].

  • Journal

    Tanenbaum, K. and Tanenbaum, J.

    Agency as commitment to meaning: communicative competence in games

    2010 - Digital Creativity

    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].

  • Blog

    TF2 Team

    The First Entirely Community-Created Update is LIVE!

    2013 - TF2 Blog

    null

    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].

  • Software

    The Chinese Room

    Dear Esther

    2012

    null

    In-text: (The Chinese Room, 2012)

    Your Bibliography: The Chinese Room, 2012. Dear Esther.

  • Software

    The Fullbright Company

    Gone Home

    2013

    null

    In-text: (The Fullbright Company, 2013)

    Your Bibliography: The Fullbright Company, 2013. Gone Home.

  • Conference proceedings

    Tosca, S.

    The quest problem in computer games

    2003 - Fraunhofer IRB Verlag - Darmstadt

    null

    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].

  • Software

    Ubisoft Montreal

    Assassin's Creed IV: Black Flag

    2013

    null

    In-text: (Ubisoft Montreal, 2013)

    Your Bibliography: Ubisoft Montreal, 2013. Assassin's Creed IV: Black Flag.

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