This is a list of resources I came across while putting together this course.  I made it for my own use, so I haven't done much here to clean it up or organize it, but you might find it helpful (you can search it using control or apple F).  If you have suggestions for additions, please send them

 

QUESTIONS:

Can games be used for serious/educational purposes? Make us Smarter?

Are they addictive?

Anti-social/promote violence? Militaristic?

Sexist?

Parallels to panics about comic books, TV, Rock N Roll (hiphop?)

Can games become an art form? narrative?

a not entirely simple but useful definition of art: http://www.pet-portraitartist.com/learning-to-paint-and-draw/meaning-of-art.htm
====================================
DIRECTORY/INDEX

http://dmoz.org/Games/Video_Games/

--------------------------------------------------------------
IMAGES

archive: http://www.gamegirlz.com/screenshots/

http://www.gamegirlz.com/screenshots/hellforces/hellforces002.jpg

eg ghostrider (too lo rez? ) http://www.1up.com/do/slideshow?pager.offset=0&mt=0&cId=3142009&mId=3005509

project eden http://www.gamegirlz.com/screenshots/eden/eden04.jpg

bladestorm http://www.1up.com/do/slideshow?pager.offset=0&mt=0&cId=3148395&mId=3163003

virtual fighter http://www.1up.com/do/media?cId=3150467&sec=IMAGES

===================================

emergame.txt

future directions? http://www.gamespy.com/articles/491/491538p1.html

---

list (sales) : http://en.wikipedia.org/wiki/List_of_best_selling_computer_and_video_games

top 100 (quality) http://top100.ign.com/2005/001-010.html

top 10 http://www.cnet.com/4520-11136_1-6310088-1.html

===============================================
FAN/INDUSTRY MAGAZINES

LIST: http://en.wikipedia.org/wiki/Computer_and_video_game_journalism

ElectronicGaming_Monthly http://en.wikipedia.org/wiki/Electronic_Gaming_Monthly (Has game of year list and top 200)
http://egm.1up.com/ large archive of screenshots

http://www.gameinformer.com/default.htm

player comment on their current games: http://www.gamelog.cl/


==================================================

JOURNALS

Game Studies: the international journal of computer game research http://gamestudies.org/0501/

Game studies [electronic resource] : the international journal of computer game research
Published [S.l.] : Game Studies, c2001-
Library has available online: http://gamestudies.org/0501/
v.1(2001)-

gender: http://gamestudies.org/0501/nakamura_wirman/

Not so scholarly: http://ludology.org/index.php

Journal of popular culture http://cruzcat.ucsc.edu/search/t?SEARCH=journal+of+popular+culture&searchscope=2


================================================================================================



===================================
TOPICS/ISSUES

DESIGN/DEVELOPMENT:
COURSES:

http://www.soe.ucsc.edu/classes/cmps080k/Winter06/

Juul: definition of games http://www.soe.ucsc.edu/classes/cmps080k/Winter06/lectures/juul-half-real-ch2.pdf

==================================================



EDUCATION

http://www.educationarcade.org/

*** classic kurt squire; good overview: http://72.14.253.104/search?q=cache:VFaTWAHtEBsJ:website.education.wisc.edu/kdsquire/manuscripts/IJIS.doc+image+analysis+critique+video+game&hl=en&gl=us&ct=clnk&cd=14&client=firefox-a


Erik Champion Meaningful interaction in virtual learning environments ACM
http://portal.acm.org/citation.cfm?id=1109180.1109186&coll=portal&dl=ACM&type=series&idx=1109180&part=Proceedings&WantType=Proceedings&title=ACM%20International%20Conference%20Proceeding%20Series&CFID=15151515&CFTOKEN=6184618

**Virtual Kids of the 21st Century: Understanding the Children in Schools Today. NICOLA A. YELLAND and MARGARET LLOYD.
Information Technology in Childhood Education Annual (Annual 2001): p175. [australian survey data)

http://find.galegroup.com.oca.ucsc.edu/itx/retrieve.do?subjectParam=Locale%2528en%252C%252C%2529%253AFQE%253D%2528su%252CNone%252C25%2529video%2Bgame%2Bculture%2Bsocial%2524&contentSet=IAC-Documents&sort=DateDescend&tabID=T002&sgCurrentPosition=0&subjectAction=DISPLAY_SUBJECTS&prodId=EAIM&searchId=R1&currentPosition=6&userGroupName=ucsantacruz&resultListType=RESULT_LIST&sgHitCountType=None&qrySerId=Locale%28en%2C%2C%29%3AFQE%3D%28K0%2CNone%2C25%29video+game+culture+social%24&inPS=true&searchType=BasicSearchForm&displaySubject=&docId=A78177249&docType=IAC

===================================================


POLITICS

http://www.gamepolitics.com/ (industry bias)

A first-person perspective computer game called "Night of Bush Capturing," was released to jihadist forums today, Friday, September 15, 2006, by the Global Islamic Media Front, a jihadist mouthpiece, and visual and print media organization. The game, which is a modification of an older game, "Quest for Saddam," http://www.jihadwatch.org/archives/013190.php

http://www.waronterrortheboardgame.com/thegame/

Political games: http://www.interact.com.pt/11/Interact11_sub34.html see polgame.txt


LEGISLATION RELATED TO VG:

http://en.wikipedia.org/wiki/GamePolitics.com

==========================================

RELIGION

The Daily Show Does "Left Behind: Eternal Forces" http://www.talk2action.org/section/religious_war


ENVIRONMENT

***ZooTycoon[TM]: capitalism, nature, and the pursuit of happiness. Andy Opel and Jason Smith.
Ethics & the Environment 9.2 (July 2004): p103.

http://find.galegroup.com.oca.ucsc.edu/itx/retrieve.do?subjectParam=Locale%2528en%252C%252C%2529%253AFQE%253D%2528su%252CNone%252C25%2529video%2Bgame%2Bculture%2Bsocial%2524&contentSet=IAC-Documents&sort=DateDescend&tabID=T002&sgCurrentPosition=0&subjectAction=DISPLAY_SUBJECTS&prodId=EAIM&searchId=R1&currentPosition=4&userGroupName=ucsantacruz&resultListType=RESULT_LIST&sgHitCountType=None&qrySerId=Locale%28en%2C%2C%29%3AFQE%3D%28K0%2CNone%2C25%29video+game+culture+social%24&inPS=true&searchType=BasicSearchForm&displaySubject=&docId=A138442813&docType=IAC


GENDER

http://gamestudies.org/0501/nakamura_wirman/

Digitalgirls (Canada) http://www.digitalgirls.org/txp/Bibliographies/44/video-games-bibliography

***
Lara Croft: Feminist Icon or Cyberbimbo?
On the Limits of Textual Analysis
by Helen W. Kennedy
http://www.gamestudies.org/0202/kennedy/

Gailey, C. W. 1993. Mediated Messages - Gender, Class, and Cosmos in-Home Video-Games. Journal of Popular Culture 27 (1):81–97


From Barbie To Mortal Kombat : Gender And Computer Games / edited By Justine Cassell And Henry Jenkins : BOOKS c1998 McH Stacks GV1469.17.S63 F76 1998


From Barbie To Mortal Kombat Gender And Computer Games / [Electronic Resource] : Edited By Justine Cassell And Henry Jenkins :


ch exerpt: http://web.mit.edu/cms/People/henry3/complete.html on gender


Ouellette, Marc. "Two Guns, a Girl, and a PlayStation: Gender in the Tomb

Raider Series." Popular Culture Assocation/American Culture Association

Conference. New Orleans, LA. April 2000.

male body image study: http://www.apa.org/monitor/oct06/magazines.html


=====================================================
VIOLENCE

The Impact Of Interactive Violence On Children : Hearing Before The Committee On Commerce, Science, And Transportation, United States Senate, One Hundred Sixth Congress, Second Session, March 21, 2000 : United States.;
http://frwebgate.access.gpo.gov/cgi-bin/getdoc.cgi?dbname=106_senate_hearings&docid=f:78656.wais

From Barbie To Mortal Kombat : Gender And Computer Games / edited By Justine Cassell And Henry Jenkins : BOOKS c1998
2 From Barbie To Mortal Kombat Gender And Computer Games / [Electronic Resource] : Edited By Justine Cassell And Henry Jenkins : BOOKS

ch exerpt: http://web.mit.edu/cms/People/henry3/complete.html on gender

Grossman, David. "Teaching Kids to Kill." Phi Kappa Phi National Forum 2000. http://www.killology.org/article_teachkid.htm cf 8myths

Taylor, Laurie. "The Learning, Cooperation, and Positives that Video Games

Engender." The Children, Culture, and Violence Conference. University of

Flordia. Gainesville, FL. March 2003. LGI SITE

http://www.ludonauts.com/2005/07/10/violence-in-videogames/


Menchaca, David. "So That's What an Exploded Head Looks Like: The Rhetoric of

Computer Game Violence." The 25th Annual Conference of The Southwest/Texas

Popular Culture Association/American Culture Association. San Antonio, TX. April 2004. lgi site

2006 study http://techweb.com/showArticle.jhtml?articleID=196600419

Unsettling the military entertainment complex: Video games and a pedagogy of peace - group of 2 »
D Leonard - Studies in Media & Information Literacy Education, 2004 - utpjournals.com
--
Price J 'Social Science Research on Video Games' Journal of Popular Culture 18, 111-25 (1985)

? Selnow G 'The Fall and Rise of Video Games' Journal of Popular Culture 21, 53-60 (1987)
---
*** Columbine RPG Creator Talks About Dawson Shooting
http://web.lexis-nexis.com.oca.ucsc.edu/universe/document?_m=3c9fd80ec668a5e87511becdd9a2c3e9&_docnum=8&wchp=dGLbVtb-zSkVA&_md5=76c9fa853c29dd9f984add1ee0ad878a gamecolumb.txt

---
Funk, J. B., Flores, G., Buchman, D. D., & Germann, J. N. (1999). Rating electronic games: Violence is in the eye of the beholder. Youth and Society, 30, 283-312.
--

Provenzo, Eugene F. Jr. (1991) Video Kids: Making Sense of Nintento. Cambridge: Harvard University Press.

Quittner, J., (1999). Are Video Games Really so Bad? Time. v 153 n 18, 30-34.

Sneed, C., and Runco, M.A., The Beliefs Adults and Childern Hold About Television and Video Games. The Journal of Psychology v 126 n 3, 273-284.
---
Left behind: http://web.lexis-nexis.com.oca.ucsc.edu/universe/document?_m=3c9fd80ec668a5e87511becdd9a2c3e9&_docnum=13&wchp=dGLbVtb-zSkVA&_md5=9b3dbf98a94b971149d0846f2b0c3b48


Bully for You brief http://web.lexis-nexis.com.oca.ucsc.edu/universe/document?_m=a9e1bbc4adfb893e3e01803daae38d36&_docnum=11&wchp=dGLbVtb-zSkVA&_md5=e605cb541e7e9e9df424527caf210d42

Knapp, Herschel Edmond.
Title Desensitization aftereffects of playing violent videogames / by Herschel Edmond Knapp.
Publisher 2001.
Description xii, 109 leaves : ill. ; 28 cm.
Note Vita.
Note Thesis (Ph. D.)--UCLA, 2001.
Note Includes bibliographical references (leaves 104-109).
Language English
Subject Video games -- Psychological aspects -- Case studies.
Dissertations, Academic -- UCLA -- Social Welfare.
Format Dissertation
Archive/Manuscript
Library UC Los Angeles All

Library Call Number Availability Notes


So. Regional Library Facility
SRLF LD791.9.S65 K864 2001 Circ status D0009999145

Columbine shooter game http://www.columbinegame.com/ I saw an interview with designer somewhere.

---------------------------------
PSYCHOLOGY



The Medium of the Video Game (INTRO http://www.utexas.edu/utpress/excerpts/exwolmed.html)

Edited by Mark J. P. Wolf
In Chapter 9, Rebecca R. Tews examines approaches that psychological research has taken toward the video game and suggests that Jungian archetypes may provide a key to understanding the role that video games play in culture
------------------------

ADDICTION

http://www.gamasutra.com/features/20070105/clark_01.shtml


==============================================================
----

HISTORY OF VG

Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry. Yuko Aoyama and Hiro Izushi.
Research Policy 32.3 (March 2003): p423(22).

Videogames: In The Beginning
by Ralph H. Baer

=====================

BUSINESS

Dibbell (investigated making real money in digital world ) http://www.juliandibbell.com/playmoney/index.html
npr interview (audio) http://www.npr.org/templates/story/story.php?storyId=6491313

A Whole New Mind: Why Right-Brainers Will Rule the Future (Paperback)
by Daniel Pink

Blink?

John Seely Brown

Rushkoff, Douglas.
Title Playing the future : how kids' culture can teach us to thrive in an age of chaos / Douglas Rushkoff.
Pub info New York : HarperCollins, c1996.


Synthetic Worlds: The Business and Culture of Online Games by Edward Castronova

industry critique:
Death to the Games Industry, Part I
by Greg Costikyan http://www.escapistmagazine.com/issue/8/3

==================================

DESIGN/CAREER

site:

http://www.gamecareerguide.com/index.php

-------------------

GAME DESIGN COURSES/PROGRAMS

http://games.rit.edu/courses/graduate/#

==============================================
LOW TECH GAMES

http://www.waronterrortheboardgame.com/thegame/ rules http://www.waronterrortheboardgame.com/rules/WoT_rules_of_engagement.pdf


=====
LITERARY APPROACHES: CYBERPUNK

http://en.wikipedia.org/wiki/Cyberpunk

Storming the reality studio : a casebook of cyberpunk and postmodern science fiction / edited by Larry McCaffery.
Pub info Durham : Duke University Press, 1991.
King 7th Floor PS374.S35 S76 1991
McH Stacks PS374.S35S76 1991 c.2 NOT CHECKD OUT

http://project.cyberpunk.ru/idb/

William Gibson http://www.williamgibsonbooks.com/index.asp

Neal Stephenson http://en.wikipedia.org/wiki/Snow_Crash

http://www.cyberartsweb.org/cpace/scifi/ns/snowcrashov.html

True names: whole novel online http://home.comcast.net/~kngjon/truename/truename.html

Steampunk: http://en.wikipedia.org/wiki/Steampunk

========
VIDEO GAMES VS FILM

http://www.virtualfools.com/filler/videogames/videogamemovie.html

========================================================

VISUAL ASPECTS

Burnham, Van
Title Supercade : a visual history of the videogame age, 1971-1984 / text, design, and production by Van Burnham ; contributors, Ralph H. Baer ... [et al.]
Edition 1st ed
Publisher Cambridge, Mass. : MIT Press, 2001
Description 439 p. : ill. (some col.) ; 26 cm
Note Includes bibliographical references (p. 423) and index
Includes filmography (p. 423-424)
ISBN 0262024926 (alk. paper)

UCSC:McHenry GV1469.3 .B87 2001 checked out; due 11/20/2007
=======

CULTURE JAMMING/APPROPRiATION

Harold, Christine “Pranking Rhetoric - Culture Jamming as Media Activism” Critical Studies in Media Communications Volume 21, No. 3 [UTL]

Carducci, Vince “Culture Jamming: A Sociological Perspective” Journal of Consumer Culture Volume 6 No. 1, 2006 pp. 116-138.

In Class Viewing: CultureJam: Hijacking Commercial Culture [videorecording] a film by Jill Sharpe Right to Jam Productions 2001.

November 29th - Media Convergence and its Pedagogical Possibilities
Jenkins, Henry “The Cultural Logic of Media Convergence” International Journal of Cultural Studies Volume 7 No. 1, 2004 pp. 33-43.[UTL]

Shefrin, Elana “Lord of the Rings, Star Wars, and participatory fandom: mapping new congruencies between the internet and media entertainment culture” Critical Studies in Media Communication Vol: 21, Issue: 3, September 1, 2004 [UTL]

Murray, Simone ‘Celebrating the Story the Way It Is’: Cultural Studies, Corporate Media and the Contested Utility of Fandom. Continuum: Journal of Media and Cultural Studies Vol. 18. No. 1, March 2004, pp. 7-25. [UTL]
====================

HISTORY

Dibbell on origin of games in Adventure: http://www.juliandibbell.com/texts/cavespace.html

Steven Levy Hackers, (the epic history of coder culture).

Stewart Brand's II Cybernetic Frontiers (1974), early signif of games

Katie Hafner and Matthew Lyon, Where Wizards Stay Up Late: The Origins of the Internet,
review/summary http://www.slate.com/id/2933/

What the Doormouse Said (the effect of the 60's counter-culture on technology)
============================================
SERIOUS GAMES SITES

talks: http://www.wilsoncenter.org/index.cfm?fuseaction=news.item&news_id=20313

SG Initiative: http://www.seriousgames.org/index2.html

non-entertainment games http://www.watercoolergames.org/

========================================
SMART PEOPLE (ED/SERIOUS):

Espen Aarseth (culture studies)

***John Seely Brown on business leaders (and links to ofther great Wired art'ls on games) http://www.wired.com/wired/archive/14.04/learn.html

philos of education: http://www.johnseelybrown.com/newlearning.pdf

Dibbell, Julian: My Tiny Life: Crime and Passion in a Virtual World. Henry Holt, 1999.

Marc Prensky: http://www.marcprensky.com/writing/default.asp

dig native vs immigrant/trivial vs complex: http://www.marcprensky.com/writing/Prensky-Complexity_Matters.pdf

policy talk c21 tools: http://www.marcprensky.com/writing/Prensky%20-%2004-07-NCLB-post.ppt
---

Kurt Squire http://website.education.wisc.edu/kdsquire/

Henry Jenkins http://web.mit.edu/cms/People/henry3/

Global Kids unicef dance party http://www.holymeatballs.org/2006/12/podcast_audio_from_the_henry_j.html

Seymour Papert , a professor emeritus at Massachusetts Institute of Technology and worldrenowned pioneer of artificial intelligence (inspired Alan Kay )

Rushkoff, Douglas.
Title Playing the future : how kids' culture can teach us to thrive in an age of chaos / Douglas Rushkoff.
Pub info New York : HarperCollins, c1996. same as children of chaos?
---

M. Wark: Hacker manifesto (pretty abstract and political/ on class)
http://www.hup.harvard.edu/catalog/WARHAC.html

http://www.futureofthebook.org/gamertheory/


Mackenzie wark new school

he's writing a book online (might relate to new narrative forms?) http://www.futureofthebook.org/gamertheory/

This Spartan Life interview
http://www.futureofthebook.org/blog/archives/2006/09/mckenzie_wark_interview_in_hal.html

http://www.unfiction.com/compendium/2006/11/10/undefining-arg/ alternate reality gaming/chaotic fiction

hilarious but great interview with Bob Stein, creator of swell ebook The Night Kitchen http://www.nightkitchen.com/, in the middle of a Halo battle : http://www.futureofthebook.org/1001_stein_web.mov download


Will Wright:

Apropos of Kim's post: if you want to hear a cool discussion with Brian Eno
and Will Wright you can checkout this discussion put on by the Long Now
foundation. It's very cool:

http://media. longnow.org/ seminars/ salt-0200606- wright-and- eno/salt- 0200606-wright- and-eno.mp3

I'd also recommend this one by Danny Hillis (not game related):

http://media. longnow.org/ seminars/ salt-0200409- hillis/salt- 0200409-hillis. mp3

=========================================================

ARTICLES

The Dramatism of Videogames PDF Print E-mail
Thompson, Jason. "The Dramatism of Videogames: A Burkean Reading of WWII Games." SW/Texas PCA/ACA Conference. Albuquerque, NM, February 2006. lgi SITE http://www.mesmernet.org/lgi/index.php?option=com_content&task=view&id=163&Itemid=26


===============================

VIDEO

http://www.pbs.org/kcts/videogamerevolution/about/

VG Invasion: i have a copy

VIDEO
tetris doc ussr http://video.google.com/videoplay?docid=4662636869909322164

A hard to find documentary about Tetris and its creator Alexey Pajitnov. Also covers the rivalaries between Nintendo and Atari and the ... all » absurdities of buying copyrights for software from a country that doesn't believe in property, much less intellectual property. Ultimately, a great documentary about a very important game.


=========================================================
EVENTS (access archives?)

Organizers for the upcoming Indie MMO Game Developers Conference 2007 (IMGDC) have announced that early registration has opened for the upcoming event, which will be held in Minneapolis, MN on April 14th and 15th, 2007. Officials note that reservations will be on a first come, first serve basis, as space is limited.

http://www.sgseurope.com/ IN fRENCH

Game Developers Conference
March 5-9, 2007
San Francisco, California

Join the world's leading developers to exchange ideas, be inspired, and
advance the art of game creation.

NEW -- Independent Games Summit
http://www.cmpevents.com/GD07/a.asp?option=C&V=11&SessID=3845&cid=GDC07_EDENX2
==================================================

BOOKS-UCSC

From Counterculture to Cyberculture: Stewart Brand, the Whole Earth Network, and the Rise of Digital Utopianism

UCSC:S & E Lib QA76.9.C66 T875 2006 checked out; due 04/15/2007

--

Herman, Leonard
Title Phoenix : the fall & rise of videogames / Leonard Herman
Publisher Springfield, NJ : Rolenta Press, c2001
Format Book
Library UCI
--

Joystick Nation

Herz, J. C. (Jessie Cameron), 1971-
Title Joystick nation : how videogames ate our quarters, won our hearts, and rewired our minds / J.C. Herz.
Pub info Boston : Little, Brown, and Co., c1997.

book jacket
LOCATION CALL # STATUS
Cambrian Nonfiction 794.8 Herz CHECK SHELVES
King 6th Floor GV1469.15 .H47 1997
Amazon.com
This is a look at the revolution that changed the way we play video games. From the prototypical Space Wars, Hunt the Wumpus, and Adventure to modern shoot-em- ups, brain-busters and simulations. J. C. Herz examines what has kept us glued to screens and joysticks. It also explores how video games shaped the way those raised on them (like Herz herself) interact with their world. Joystick Nation gives an overview of video game history, interviews with the brains behind the most influential games, explorations of what makes various types of games work for various people, and even a peek into a major game development company during the critical countdown to a major release. Herz is a witty writer whose personal approach to the topic can resemble a riff by a stand-up comic. You'll find yourself nodding along with her reactions and smiling--maybe even laughing out loud.

From Booklist
Herz, whose Surfing on the Internet (1995) was described by a Booklist reviewer as "an endearingly brazen travelogue," urges that video games matter because "two generations of kids have grown up on five generations of videogames . . . this is 50 million adults whose memory and imagination have been colored by Atari, Nintendo, and Sega," just as earlier generations learned about life through pop music, movies, and TV. For both game aficionados and parents who still don't get it, Joystick Nation is full of fascinating information, including savvy analysis of the fluctuating fortunes of video game producers; enlightening background on the prehistoric ('60s mainframe) forebears of several species of video games that scored big with kids in the '70s, '80s, and '90s; and thoughtful discussion of controversies surrounding video games. Herz is young ("born the same year as the first coin-operated videogame"), smart, and female in a field dominated by men; her study of this huge, often ignored entertainment medium will enhance her technoscribe reputation. Mary Carroll

---

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture (Paperback)
by David Kushner

Video Games : A Popular Culture Phenomenon / Arthur Asa Berger : Berger, Arthur Asa,; McH Stacks GV1469.34.S63 B47 2002

The Impact Of Interactive Violence On Children : Hearing Before The Committee On Commerce, Science, And Transportation, United States Senate, One Hundred Sixth Congress, Second Session, March 21, 2000 : United States.;
http://frwebgate.access.gpo.gov/cgi-bin/getdoc.cgi?dbname=106_senate_hearings&docid=f:78656.wais

Berger, Arthur Asa, 1933-
Title Video games : a popular culture phenomenon / Arthur Asa Berger.
Pub info New Brunswick, N.J. : Transaction, c2002.

book jacket
LOCATION CALL # STATUS
King 6th Floor GV1469.34.S63 B47 2002 CHECK SHELVES
Descript ix, 119 p. : ill. ; 23 cm.
Bibliog. Includes bibliographical references (p. 113-114) and index.
Subject Video games -- Social aspects.
Video games -- Psychological aspects.
ISBN 0765801027 (cloth)
0765809133 (paper : alk. paper)
Standard # 2001058538

--

Gee, James Paul
Title What video games have to teach us about learning and literacy [electronic resource] / James Paul Gee
Published New York : Palgrave Macmillan, 2003 avail online UCSC?
An electronic book available to SJSU Students & Faculty

--

Gee, James Paul.
Title Why video games are good for your soul : pleasure and learning / James Paul Gee.
Pub info [Melbourne, Vic.] : Common Ground Publishing, 2005.

book jacket
LOCATION CALL # STATUS
King 6th Floor GV1469.3 .G443x 2005 CHECK SHELVES
Descript 122 p. : ill. ; 21 cm.
Bibliog. Includes bibliographical references (p.121-122).
Contents Introduction -- Tetris and Castlevania -- Castlevania and learning -- Full Spectrum Warrior, Thief, and Riddick -- Full Spectrum Warrior and learning -- Rise of Nations -- Rise of Nations and learning -- The Elder Scrolls III : Morrowind -- The Elder Scrolls III : Morrowind and learning -- Conclusion -- References.
Subject Video games -- Psychological aspects.
Learning, Psychology of.
ISBN 186335574X
---

Play between worlds UCSC:McHenry GV1469.17.S63 T38 2006
============================================



=====================================================
PEDAGOGY/EDUCATION

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! James Paul Gee

Game On: Video Games Teach Technical Writing PDF Print E-mail
Moeller, Ryan M. “Game On: Video Games Teach Technical Writing.” Presented at Conference on College Composition and Communication (CCCC). March 2005.
---
Claire Dormann and Robert Biddle. Humour in game-based learning. Learning, Media, and Technology, To Appear, 2006.
--

de Winter, Jennifer, David Menchaca, and James Johnson. "Introduction to

EduModding." The International Digital Media and Arts Association Conference.

Orlando, FL, March 2005. LGI
--

Adolescents and literacies in a digital world / edited by Donna E. Alvermann
Published New York : P. Lang, c2002
LOC CALL # STATUS
McH Stacks LB1033.5 .A36 2002 NOT CHECKD OUT
==============================================


=============================================

San Jose Public Library BOOKS

Morris, Dave, 1957-
Title Game art : the graphic art of computer games / Dave Morris and Leo Hartas.
Pub info New York : Watson-Guptill Publications, 2003.
King 8th Floor T385 .M663 2003

--

Gosney, John.
Title Beyond reality [electronic resource] : a guide to alternate reality gaming / John W. Gosney.
Pub info Boston : Thomson Course Technology, c2005.
Click on the following to:
An electronic book available to San Jose Library customers
Descript xx, 320 p. : ill. ; 24 cm.
Note Includes index.
Reproduction Electronic reproduction. Boston, MA : Safari Tech Books Online, [200-]. Mode of access: World Wide Web. Available to subscribing institutions.
Subject Fantasy games.
Computer games.
Add author Safari Tech Books Online (Online service).

---

King, Brad, 1972-
Title Dungeons and dreamers : the rise of computer game culture : fron geek to chic / Brad King and John Borland.
Pub info Emeryville, Calif. : McGraw-Hill/Osborne, c2003.
LOCATION CALL # STATUS
Cruz Alum Rock Nonfiction 794.8 King CHECK SHELVES
King 6th Floor GV1469.15 .K56x 2003 CHECK SHELVES

UCSC:McHenry GV1469.15 .K564 2003 in transit; please check at circulation desk for information
Descript xi, 273 p., [8] p. of plates : ill. ; 24 cm.
Bibliog. Includes bibliographical references and index.
Contents Part I. The rise of digital gaming. Together -- Machines at play -- Building community, building business -- Brave new worlds -- Part II. Networked gaming age. Log on, shoot down -- Homebrewed gamers -- Losing the game -- Part III. The era of gamers. Gamers, interrupted -- Unleashed -- Herding gamers.
Subject Computer games.
Subculture.
Add author Borland, John (John M.)
Alt title Rise of computer game culture
ISBN 0072228881
Standard # 1207576 QBI
inteview: http://www.gamegirlz.com/articles/dungeons_and_dreamers.shtml
--

The electronic library [electronic resource]. Vol. 20, No. 2, The impact of computer games / guest editors, Alfred Loo and Charlie Choi.
Pub info Bradford, England : Emerald Group Publishing, c2002.
Click on the following to:
An electronic book available to SJSU Students & Faculty

also sjpl: https://mill1.sjlibrary.org/validate/http%3A%2F%2F0-www.netlibrary.com.mill1.sjlibrary.org%3A80%2Furlapi.asp%3Faction%3Dsummary%26v%3D1%26bookid%3D135558
Descript 99 p.
Reproduction Electronic reproduction. Palo Alto, Calif. : ebrary, 2005. Available via World Wide Web. Access may be limited to ebrary affiliated libraries.
Subject Technology -- Social aspects.
Computer games.
Genre Electronic books.
Add author Loo, Alfred.
Choi, Charlie.
ebrary, Inc.
ISBN 0861766784

--

Douglas, J. Yellowlees, 1962-
Title The end of books--or books without end? : reading interactive narratives / J. Yellowlees Douglas.
Pub info Ann Arbor : University of Michigan Press, c2000.

book jacket
LOCATION CALL # STATUS
King 7th Floor PN3377.5.C57 D68 2000 CHECK SHELVES
Descript vi, 205 p. : ill. ; 24 cm.
Note Includes bibliographical references (p. 185-197) and index.
Subject Fiction -- Technique -- Data processing.
Fiction -- 20th century -- History and criticism -- Theory, etc.
Experimental fiction -- History and criticism -- Theory, etc.
Authors and readers -- Data processing.
Creative writing -- Data processing.
Postmodernism (Literature)
Literature and technology.
Narration (Rhetoric)
Closure (Rhetoric)
Hypertext systems.
Computer games.
Literary form.
ISBN 0472111140
Standard # 99006689

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Bennahum, David S.
Title Extra life : coming of age in cyberspace / David S. Bennahum.
Pub info New York, NY : Basic Books, c1998.
UCSC:S & E Lib QA76.9.C66 B46 1998 not checked out
book jacket
LOCATION CALL # STATUS
King Nonfiction 3rd Floor 303.4834 Bennahum CHECK SHELVES
Edition 1st ed.
Descript 238 p. ; 22 cm.
Subject Computers and civilization.
Computer games.
Cyberspace.
ISBN 0465012353 (hc) :
Standard # 98039251

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Flynt, John P.
Title In the mind of a game / John P. Flynt.
Pub info Boston, Mass. : Thomson/Course Technology, c2006.

book jacket
LOCATION CALL # STATUS
King 6th Floor GV1469.2 .F59x 2006 DUE 03-15-07
Descript xix, 356 p. : ill. ; 24 cm.
Note Includes index.
Subject Computer games.
ISBN 1592009379 (pbk.)

----

Aldrich, Clark, 1967-
Title Learning by doing : a comprehensive guide to simulations, computer games, and pedagogy in e-learning and other educational experiences / Clark Aldrich.
Pub info San Francisco, CA : Pfeiffer, c2005.
Connect to http://www.loc.gov/catdir/toc/ecip057/2005002491.html
Connect to http://www.loc.gov/catdir/enhancements/fy0621/2005002491-b.html
Connect to http://www.loc.gov/catdir/enhancements/fy0621/2005002491-d.html
LOCATION CALL # STATUS
King 7th Floor LB1029.S53 A42 2005 CHECK SHELVES
Descript xli, 353 p. : ill. ; 24 cm.
Note Includes index.
Contents Building and buying the right simulation in corporations and higher education today -- The broader opportunities of simulations -- Next gen sims -- Managing the simulation process.
Subject Education -- Simulation methods.
Computer-assisted instruction.
Computer games.
ISBN 0787977357 (alk. paper)
0787997358 (cased)
Standard # 2005002491
9780787997351

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Atkins, Barry.
Title More than a game [electronic resource] : the computer game as fictional form / Barry Atkins.
Pub info Manchester : Manchester University Press, 2003.
Click on the following to:
An electronic book available to SJSU Students & Faculty

UCSC: http://melvyl.cdlib.org/F/E4F4H5QXC3DDXTA9L5SLAXAURJ7FPT1UFCNKKXRKVYFPV1THQ5-04069?func=full-set-set&set_number=020969&set_entry=000003&doc_number=025955815&expand=Y&format=999


Descript 176 p.
Bibliog. Includes bibliographic references and index.
Reproduction Electronic reproduction. Palo Alto, Calif. : ebrary, 2005. Available via World Wide Web. Access may be limited to ebrary affiliated libraries.
Subject Computer games -- Social aspects.
Computer games.
Genre Electronic books.
Add author ebrary, Inc.
ISBN 0719063647 :
0719063655 :

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** Pesce, Mark.
Title The playful world : how technology is transforming our imagination / Mark Pesce.
Pub info New York : Ballantine Books, 2000.

UCSC:S & E Lib QA76.9.C66 P485 2000 not checked out

LOCATION CALL # STATUS
King 8th Floor T174 .P42 2000 CHECK SHELVES
King Nonfiction 3rd Floor 303.493 Pesce CHECK SHELVES
King Nonfiction 3rd Floor 303.493 Pesce CHECK SHELVES
Edition 1st ed.
Descript ix, 287 p. ; 22 cm.
Note Includes index.
Subject Technological forecasting -- Social aspects.
Computer games.
Virtual reality.
ISBN 0345439430 (hardcover)
Standard # 00106984

----
Michael, David R.
Title Serious games [electronic resource] : games that educate, train, and inform / David R. Michael and Sande Chen.
Pub info Boston, MA : Thomson Course Technology PTR, 2006.
Click on the following to:
An electronic book available to SJSU Students & Faculty

ucsc: http://melvyl.cdlib.org/F/E4F4H5QXC3DDXTA9L5SLAXAURJ7FPT1UFCNKKXRKVYFPV1THQ5-04512?func=full-set-set&set_number=021147&set_entry=000002&doc_number=026747216&expand=Y&format=999

Descript xviii, 287 p. : ill.
Note Includes index.
Reproduction Electronic reproduction. Palo Alto, Calif. : ebrary, 2005. Available via World Wide Web. Access may be limited to ebrary affiliated libraries.
Subject Computer games.
Educational games.
Genre Electronic books.
Add author Chen, Sande.
ebrary, Inc.
ISBN 1592006221

---

Casanave, Christine Pearson, 1944-
Title Writing games [electronic resource] : multicultural case studies of academic literacy practices in higher education / Christine Pearson Casanave.
Pub info Mahwah, N.J. : Lawrence Erlbaum Associates, 2002.
Click on the following to:
An electronic book available to SJSU Students & Faculty
Descript xx, 316 p. 24 cm.
Bibliog. Includes bibliographical references (p. 291-306) and index.
Contents Machine generated contents note: 1. GAMES AND FRAMES: WHEN WRITING IS MORE THAN 1 -- WRITING -- A Word on Frames 1 -- Common Sense Beginnings 3 -- Framing in the Voices of Others 13 -- Assumptions: The End of the Beginning 29 -- Case Study Methodology 31 -- 2. THE BEGINNINGS OF CHANGE: LEARNING AND TEACHING 35 -- UNDERGRADUATE ACADEMIC LITERACY GAMES -- Clueless 35 -- Published Studies 37 -- Case Study: Communities of Practice? Game Strategies -- in Two Teachers' EAP Classes in a Japanese University 53 -- Chapter Reflections 78 -- 3. STEPPING INTO THE PROFESSION: WRITING GAMES 8 2 -- IN MASTERS PROGRAMS -- From Observer to Participant 82 -- Published Studies 84 -- Case Study: Five Masters Students Step Into the Second -- Language Education Profession 92 -- Chapter Reflections 128 -- 4. REDEFINING THE SELF: THE UNSETTLING DOCTORAL 13 4 -- PROGRAM GAME -- From Clarity to Confusion 134 -- Published Studies 136 -- Case Study: Virginia: Not Her Kind of Game 149 -- Chapter Reflections 176 -- 5. JUGGLING AND BALANCING GAMES OF BILINGUAL FACULTY 17 8 -- Personal Reflections on Multilingualism 178 -- Published Studies 181 -- Case Study: The Juggling Games of Bilingual Faculty 191 -- Chapter Reflections 216 -- 6. BENDING THE RULES 220 -- Conforming and Resisting 220 -- Published Studies 225 -- Case Study: Author-Editor Games in the Construction -- of Unconventional Textual Identities 233 -- The Authors 235 -- Issues 238 -- Chapter Reflections 254 -- 7. THE PARADOXICAL EFFORT AFTER COHERENCE IN 256 -- ACADEMIC WRIING GAMES -- Games, Transitions, and Identity Revisited 260 -- Effort After Coherence 265 -- The End and the Continuation 279.
Reproduction Electronic reproduction. Palo Alto, Calif. : ebrary, 2006. Available via World Wide Web. Access may be limited to ebrary affiliated libraries.
Subject English language -- Rhetoric -- Study and teaching -- Social aspects -- Case studies.
English language -- Study and teaching (Higher) -- Foreign speakers -- Case studies.
Academic writing -- Study and teaching -- Social aspects -- Case studies.
Second language acquisition -- Case studies.
Multicultural education -- Case studies.
Educational games -- Case studies.
Genre Electronic books.
Add author ebrary, Inc.
ISBN 080583530X (acid-free paper)
0805835318 (pbk. : acid-free paper)
Standard # 2001055592

---

Koster, Raph.
Title A theory of fun for game design [electronic resource] / by Raph Koster.
Pub info Scottsdale, AZ : Paraglyph Press, c2005.
Click on the following to:
An electronic book available to SJSU Students & Faculty
Descript x, 244 p. : ill.
Note "Foreword by Will Wright."
Reproduction Electronic reproduction. Palo Alto, Calif. : ebrary, 2005. Available via World Wide Web. Access may be limited to ebrary affiliated libraries.
Subject Computer games -- Design.
Computer games -- Social aspects.
Genre Electronic books.
Add author ebrary, Inc.
ISBN 1932111972
UCSC:McHenry GV1469.17.S63 K6 2005 checked out; due 09/25/2007
http://melvyl.cdlib.org/F/E4F4H5QXC3DDXTA9L5SLAXAURJ7FPT1UFCNKKXRKVYFPV1THQ5-00027?func=full-set-set&set_number=021216&set_entry=000001&format=999

======================================================
AMAZON: BOOKS (some avail UC)

The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World (Paperback)
by Steven L. Kent

UCSC:McHenry GV1469.3 .K45 2001 checked out; due 10/02/2007
not sjpl

Reviews
From Publishers Weekly
In this rollicking, mammoth history of video games from pinball to Pong to Playstation II Kent, a technology journalist and self-professed video game addict, covers almost every conceivable aspect of the industry, from the technological leaps that made the games possible to the corporate power struggles that won (and lost) billions of dollars. Anecdotes are legion. Readers learn that early Atari, for example, had the corporate climate of a dot-com startup, with rampant drug use and meetings staged in outdoor hot tubs. The original name for Pac-Man turns out to be Puck-Man; its creators changed the name after worrying that vandals in arcades would replace the P with an F. In 1978, there were so many people playing Space Invaders in Japan that the game caused a national coin shortage. Kent meticulously documents the rise of home video games and the console wars of the past decade, when Sega, Nintendo, Sony and others raced to produce the fastest, most powerful game system. Also addressed is the public backlash of the '80s, when video games were thought to distract students from homework, and the '90s, when Doom and other violent games were linked to the massacre at Columbine High School. Along the way, Kent interviews virtually every key player in the industry. At times, Kent's comprehensiveness is exhausting 500-plus pages on video games may be a bit much, even for their most ardent admirers. But most often Kent's infectious enthusiasm is enough to carry the reader along. Equal parts oral history, engineering study, business memoir, game catalogue and Gen-X nostalgia trip, Kent's book is a loving tribute to one of the most dynamic (and profitable) industries in the world today.

Copyright 2001 Cahners Business Information, Inc.

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Reviews
Book Description

BradyGames' Power-Up: How Japanese Video Games Gave the World an Extra Life, by Chris Kohler, is a unique book that gives readers an entertaining and authoritative look at the indelible influence the video gaming, particularly, Japanese gaming, has had on the world.Power-Up is the first English-language work of its kind to examine the reasons behind the success of Japanese video games, rather than focusing on the history of video games. Just some of the features readers will find in this book include:

Profiles of some of the most fascinating Japanese video game designers in the industry, along with a critical look at Japanese video games from their earliest beginnings to new, exciting trends that ride the bleeding edge of popular culture.

Explanations on why Japanese video games are unique and why they resonate so well with young American players.

Fresh insight into classic Japanese video games and the elements that made them so different from American games, the origin of Nintendo, Japan's oldest and largest video game producer, Japanese Role-Playing Games, and much more!

In addition, the future of the Japanese gaming industry is also explored.

* This product is available for sale worldwide.



About the Author

Chris Kohler currently lives in North Branford, Connecticut. He graduated summa cum laude from Tufts University in Medford, Massachusetts in May 2002, receiving a BA in Japanese and the Japanese Language and Literature Prize. His graduation thesis was titled "The Cinematic Japanese Video Game" and earned highest honors.

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# The Medium of the Video Game by Ralph H. Baer

Review
Heather Gilmour, Executive Producer, American Film Institute New Media Ventures : This book offers a historical, formal analysis of video games that no other book to date has provided in such detail. . . . Wolf also effectively investigates the scientific and market forces that aligned with the development of video games to create a powerful cultural force.

Book Description

Over a mere three decades, the video game has become the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis.

In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.

UCSC:McHenry GV1469.3 .M43 2001 checked out; due 10/02/2007

CALL # STATUS
King 6th Floor GV1469.3 .M43 200 CHECK SHELVES
Edition 1st ed.
Descript xvi, 203 p. : ill. ; 24 cm.
Bibliog. Includes bibliographical references (p. 187-191) and index.
Subject Video games -- United States.
Video games -- United States -- History.
Add author Wolf, Mark J. P.
ISBN 0292791488 (cloth : alk. paper)
029279150X (pbk. : alk. paper)
Standard # 2001037625

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Review
Videogames: In The Beginning
by Ralph H. Baer "
is a remarkable document. Anyone who gives a damn about videogame history must own a copy. --Zach Meston, PSE2 Magazine, January 2005

Product Description
THE REAL STORY BEHIND VIDEOGAMES Long before there was a Sony Playstation, Microsoft Xbox or Nintendo Gamecube, there was the Magnavox Odyssey, the worlds first home videogame console. But the story of videogames predates the Odyssey by six years. It begins in 1966 when a television engineer named Ralph H. Baer sat down at a New York bus station and entered history. Videogames: In The Beginning is Ralph H. Baers account of how todays $11-billion per year videogame industry began. A meticulous note keeper, Baer presents in his own words the real story of what led to the Odyssey and beyond. But he doesnt end there. In this book Baer also examines other products that he has worked on such as Simon, the most popular electronic toy ever created. He also discusses his pioneering work into early forms of CD-ROMs and digital imagery. Whether you are a student of videogame design, a game player, or a fan of inventions and history, you are sure to find Baers history fascinating and informative. Included in this book are:  The actual four-page treatise that Baer presented to his employers  Original schematics and photos of the first videogame prototypes  Original top secret internal notes and memos  Original United States patents

review: http://www.breakingwindows.com/new/2005/04/videogames_in_t.php
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Game on : the history and culture of videogames / [edited by Lucien King]
Publisher New York, N.Y. : Universe Pub. : Distributed to the U.S. trade by St. Martin's Press, 2002
Format Book
Library UCSD UCLA
not sjpl
----
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media (Parallax: Re-visions of Culture and Society) by Marie-Laure Ryan

----
First Person: New Media as Story, Performance, and Game by Noah Wardrip-Fruin
UCSC:McHenry GV1469.17.S63 F57 2004 not checked out
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The Video Game Theory Reader (Paperback)
by Mark J. P. Wolf (Editor), Bernard Perron scholarly

UCSC:McHenry GV1469.3 .V57 2003 checked out; due 09/18/2007

Book Description

In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film.

The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming.

The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.

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Trigger Happy: Videogames and the Entertainment Revolution (Paperback)
by Steven Poole
UCSC:McHenry GV1469.3 .P66 2000 not checked out

Amazon.com
Steven Poole's substantial examination of the world inside your console combines an exhaustive history of the games industry with a subtle look at what makes certain kinds of games more engaging than others. For example, what works in which genres--the RPG (role-playing game) versus the god game--and the relationship of video games to other forms of media.

A writer and composer, Poole makes the case that video games--like films and popular music--deserve serious critical treatment: "The inner life of video games--how they work--is bound up with the inner life of the player. And the player's response to a well-designed video game is in part the same sort of response he or she has to a film, or to a painting: it is an aesthetic one." Trigger Happy is packed with references not just to games and game history but also to writers and theorists who may never have played a video game in their lives, from Adorno and Benjamin to Plato. At times this approach verges on the pedantic, dwelling at length on points that will seem obvious to serious gamers ("We don't want absolutely real situations in video games. We can get that at home"; "The fighting game, like fighting itself, will always be popular"). Nonetheless, Poole's book may be favored bedside reading for both the keen gamer and the armchair philosopher looking to understand this cultural phenomenon. --Liz Bailey, Amazon.co.uk --This text refers to the Hardcover edition.

Book Description
The Edge calls Trigger Happy a "seminal piece of work." For the first time ever, an aficionado with a knowledge of art, culture, and a real love of gaming takes a critical look at the future of our videogames, and compares their aesthetic and economic impact on society to that of film. Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.

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Killing Monsters Why Children Need Fantasy, Super Heroes, and Make-Believe Violence (Paperback)
by Gerard Jones, Lynn Ponton

UCSC:McHenry P94.5.C55 J66 2002 not checked out

From Publishers Weekly
Violent entertainment is good for kids, and demonizing it can do great harm to their emotional development, claims Jones (Honey, I'm Home!) in this provocative and groundbreaking work. Drawing on his experience as a parent and as a creator of children's cartoons, as well as interviews with dozens of psychologists and educators, Jones forcefully argues that violent video games, movies, music and comics provide a safe fantasy world within which children learn to become familiar with and control the frightening emotions of anger, violence and sexuality. He debunks studies linking violent media with violence in society and argues that children clearly understand the difference between pretend and reality. Providing realistic and helpful advice, Jones says parents need to learn to differentiate between what violent games mean to children and what they mean to adults, and to stop imposing their understanding of them on children. Adults may be horrified at the literal meaning of a video game, but children are far more interested in its emotional meaning; "through identifying with a fantasy figure who displays intense sexuality, wields destructive power, and exudes heroism, kids can help themselves feel more control over these forces." Jones speaks to adult fears of the power of popular culture and cautions that "entertainment has its greatest influence when it's speaking to something that isn't otherwise being addressed in a child's life." To lessen the impact, adults should "model nonaggression, empathy, respect, a clear distinction between fantasy and reality, and the integration of aggression and other scary feelings."
Copyright 2002 Cahners Business Information, Inc. --This text refers to an out of print or unavailable edition of this title.

From School Library Journal
Jones's thesis is straightforward: the violence in popular culture is to be embraced rather than feared. In his estimation, it provides a vehicle for objectifying the volatile emotions that young people already experience, presents an opportunity to learn control and to experience power in a culture that perpetuates the helplessness of children and adolescents, and affords a sense of community for those whose limited social skills often result in alienation and loneliness. Adult objections to popular culture violence, the author says, result from failing to recognize that the constructs are fantasy and not asking children about the appeal of action figures, comic books, video games, and rap music. Rather than provide a sequence of logical arguments, Jones uses the 13 chapters to repeat variations on his themes. Employing both anecdotes from his own experience and those of other professionals, and drawing upon existing scientific research, he debunks the "prevailing wisdom" that directly correlates the viewing of violence with violent behavior. Although not an academic, the author has done his homework. He presents his case convincingly, and the concluding notes provide support. Killing Monsters belongs on public library parent shelves and in collections that support teacher training, library science, and the communication arts.
Sue Burgess, Framingham State College, MA
Copyright 2002 Cahners Business Information, Inc. --This text refers to an out of print or unavailable edition of this title.

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Play Between Worlds: Exploring Online Game Culture
T. L. Taylor

UCSC:McHenry GV1469.17.S63 T38 2006 not checked out

From Publishers Weekly
Refuting the idea that playing video games is an act of isolation undertaken by teenaged boys in dark basement rooms, Taylor presents the world of online gaming as a thriving social scene where players create friendships that transcend the digital domain. In playing EverQuest, (an MMOG, or massively multiplayer online game), Taylor travels through the digital fantasyland, slays other players, builds up her character's inventory and skills and, most importantly, shows how playing creates a huge network of people, many of whom take an almost job-like approach to gaming. She even meets up with fellow gamers and notes how "Recounting fights is a common topic of conversation among players." Also insightful are her thoughts on women and gaming, an underreported topic to which she dedicates a chapter. Taylor is, however, an academic, and tends to make simple concepts overcomplicated. So, sentences like: "There is no culture, there is no game, without the labor of the players. Whether designers want to acknowledge it fully or not, MMOGs already are participatory spaces (if only partially realized) by their very nature as social and cultural spaces" are far from uncommon. Save the moments of impenetrable jargon, Taylor's immersion into the online gaming world is a fascinating one that proves video games aren't just for the geeky neighbor kid anymore.

also bought:


# Massively Multiplayer Online Role-Playing Games: The People, the Addiction and the Playing Experience Richard V. Kelly
# Synthetic Worlds: The Business And Culture of Online Games Edward Castronova
# Serious Games: Games That Educate, Train, And Inform David Michael

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In Unit Operations, Ian Bogost argues that similar principles underlie both literary theory and computation, proposing a literary-technical theory that can be used to analyze particular videogames. Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium--from videogames to poetry, literature, cinema, or art--can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies."

The richness of Bogost's comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert's Madame Bovary, and Joyce's Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.
Bogost, Ian. Unit operations : Cambridge, Mass. : MIT Press, c2006. xv, 243 p. ; 24 cm.


Library Call Number Notes Date Due
UCB:Bus&Econ QA76.76.C672 B65 2006
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