Deliverables
Process
Bibliography
Team
Presentations

Bibliography

Our complete list of research, sources, and influences.

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Adams, Ernest (1999, February). “How to be Weird” Gamasutra. Retrieved from http://www.gamasutra.com/features/designers_notebook/19990212.htm

Adams, Ernest. (2003, August). Not Just Rappers and Athletes: Minorities in Videogames. Gamasutra. Retrieved from http://www.gamasutra.com/features/20030827/adams_01.shtml

Appelcline, Shannon (2002, May). “Shannon Appelcline's Thinking Virtually” Skotos. Retrieved from http://www.skotos.net/articles/Thinking.shtml#s1

Aristotle. Aristotle’s Poetics. Trans. S. H. Baker. New York: Hill and Wang, 1961.

Balzac, Stephen R., Yermish, Aimee, “Game Design” Society for Interactive Literature West. Retrieved from http://www.silwest.com/design/index.html

Barthes, Roland. Mythologies. New York: The Noonday Press, 1957.

Bartle, Richard. Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. The Journal of Virtual Environments. July 1997 (Volume 1, Number 1). Accessed at http://www.brandeis.edu/pubs/jove/HTML/v1/bartle.html

Bartle, Richard. (2003, July). Not Yet, you Fools! Game Girl Advance. Retrieved from http://www.gamegirladvance.com/archives/2003/07/28/not_yet_you_fools.html

Bates, Joseph, Loyal, Bryan A., Reilly, W. Scott, Integrating Reactivity, Goals, and Emotion in a Broad Agent (Pittsburgh: Carnegie Mellon University, 1992)

Blaine, Tina, Fels, Sidney, Collaborative Interfaces for Musical Experiences (Pittsburgh: Carnegie Mellon University)

Blundell, Andrea. (2002). The Significance of Character Generation and Customization in MOGs. Select Parks. Retrieved from http://www.selectparks.net/blundell_charcust.pdf

Bordelon, Phil. Interview with Fumito Ueda. PS Illustrated. Retrieved October 21, 2003 from http://www.psillustrated.com/teamps2/ip_ico_fumito.html

Bowen, Kevin. (2003, September). Marc Laidlaw Interview. Planet Half-Life. Retrieved from http://www.planethalflife.com/features/interviews/laidlaw/

Braben, David. (2003, September). Games seek to bond with players. BBC News. Retrieved from http://news.bbc.co.uk/1/hi/technology/3103776.stm

Cambell, Joseph. Hero with a Thousand Faces. Princeton: Princeton University Press, 1990.

Carless, Simon. (2003, August). Marc Laidlaw On Story And Narrative In Half-Life. Gamasutra. Retrieved from http://www.gamasutra.com/features/20030808/carless_01.shtml

Cassell, Justine, From Barbie to Mortal Kombat (Boston, MIT Press, 1998) Retrieved from http://www.netlibrary.com/ebook_info.asp?product_id=393

Csikszentmihalyi, Mihaly, Flow (New York: Perennial, 1993)

Dunniway, Troy (2000, November). “Using the Hero’s Journey in Games” Gamasutra. Retrieved from http://www.gamasutra.com/features/20001127/dunniway_01.htm

Eich, Eric, Kihlstrom, John F., Bower, Gordon H., Forgas, Joseph P., Niedenthal, Paula M., Congnition and Emotion (New York: Oxford Press, 2000)

Entertainment Technology Center, Design Document for: EROShambo (Pittsburgh: Carnegie Mellon University and OmniCircus, 2000)

Fox, Maggie. (2003, October). Monkey think, monkey do... now people too? IOL. Retrieved from http://www.iol.co.za/index.php?click_id=116&art_id=qw1065977280448B252&set_id=1

Freeman, David. (2002, July). Four Ways to Use Symbols to Add Emotional Depth to Games. Gamasutra. Retrieved from http://www.gamasutra.com/features/20020724/freeman_01.htm

Freeman, David, Creating Emotion in Games (Indianapolis, New Riders Publishing, 2004)

Gard, Toby. (2000, July). Building Character. Gamasutra. Retrieved from http://www.gamasutra.com/features/20000720/gard_01.htm

Gee, James Paul, What Video Games Have to Teach Us About Learning and Literacy (New York: Palgrave Macmillan, 2003).

Green, Michael, The Art of Course Acting (New York: Drama Book Specialists, 1964)

Hayes, Nicky (2003, September). Psychological Dimensions of Interactivity. Nicky Hayes, Retrieved from http://www.nickyhayes.co.uk/nicky/abstracts/BIG.html

Heath, Stephen, Mellancamp, Patricia, eds. Cinema and Language (Frederick: University Publications of America, Inc., 1983)

Holman, C. Hugh, A Handbook to Literature (Indianapolis: The Odyssey Press, 1980) 75-77

Interview with Brian Green of NDS: Meridian 59. Warcry. Retrieved October 19, 2003 from http://ims.warcry.com/scripts/news/view_news.phtml?site=15&id=10579, http://ims.warcry.com/scripts/news/view_news.phtml?site=15&id=10581, http://www.warcry.com/scripts/news/view_news.phtml?site=15&id=10585

Interview with Fumito Ueda. The Gaming Intelligence Agency. Retrieved October 21, 2003 from http://terror.snm-hgkz.ch/mirrors/www.thegia.com/features/f010831.html

Izzo, Gary, Acting Interactive Theatre: A Handbook (Portsmouth: Heinemann Press, 1998)

Jenkins, Henry. Game Design as Narrative Architecture. Retrieved from http://web.mit.edu/21fms/www/faculty/henry3/games&narrative.html

Ji, Jia. (2003, June). Inside eGenesis: The Simulation of Power and Politics. Game Girl Advance. Retrieved from http://www.gamegirladvance.com/archives/2003/06/24/inside_egenesis_the_simulation_of_power_and_politics.html

Johnstone, Keith, Impro for Storytellers (New York: Routledge/Theatre Arts Books, 1994).

Jung, Carl. Man and His Symbols. New York: Dell Publishing, 1964.

Juul, Jesper (2001, July). “Games Telling stories? - A brief note on games and narratives” Game Studies, The International Journal of Computer Game Research, volume1, issue 1. Retrieved from http://www.gamestudies.org/0101/juul-gts/

Kasavin, Greg. (2003, September). Keeping Pace. Gamespot. Retrieved from http://www.gamespot.com/gamespot/features/all/gamespotting/090703thatpilotisyou/1.html

Kasavin, Greg. (2003, September). The Emergent Trend. Gamespot. Retrived from http://www.gamespot.com/gamespot/features/all/gamespotting/091203turtling/1.html

Keeling, Justin. (2003, March). What's Wrong With the Japanese Games Industry: the historian's view. Tokyopia. Retrieved from http://www.tokyopia.com/articles.asp?articlesid=45

Kent, Steven. (2003, October). Making an MMOG for the Masses. Gamespy. Retrieved from http://www.gamespy.com/amdmmog/week3/

King, Geoff, Krzywinska, Tanya, ScreenPlay (London: Wallflower Press, 2002)

Klug, Chris (2003, November). “A Television Production Model For MMORPGs?” Gamasutra. Retrieved from http://www.gamasutra.com/features/20031105/klug_01.shtml

Kosak, Dave. (2003, August). Ultima X: Odyssey (PC): Bold New Direction, Same Old Virtues. Gamespy. Retrieved from http://www.gamespy.com/previews/august03/ultimaxpc/

Kosak, Dave. (2003, September). Rick Hall and Jon Hanna on Ultima X: An interview and short video about the latest Ultima multiplayer effort. Gamespy. Retrieved from http://www.gamespy.com/interviews/september03/ultimax/

Kreimeier, Bernd. (2000, April). Puzzled at GDC 2000: A Peek into Game Design. Gamasutra. Retrieved from http://www.gamasutra.com/features/20000413/kreimeier_01.htm

Lewis, Peter. (2003, September). VIDEOGAMES... The Biggest Game in Town. Fortune. Retrieved from http://www.fortune.com/fortune/technology/articles/0,15114,480222,00.html

Littlejohn, Randy, Agitating for Dramatic Change. Retrieved from http://www.gamasutra.com/features/20031029/littlejohn_01.shtml

Loftus, Geoffrey R., Loftus, Elizabeth, F., Mind At Play (New York: Basic Books, Inc., Publishers, 1983)

Meretzky, Steve (2001, November). “Building Character: An Analysis of Character Creation” Gamasutra. Retrieved from http://www.gamasutra.com/resource_guide/20011119/meretzky_01.htm

Mirapaul, Matthew. (2003, October). In a Nod to Lush Film Scores, Game Music Gains Texture. New York Times. Retrieved from http://www.nytimes.com/2003/10/09/technology/circuits/09musi.html

Mulvey, Laura, Visual and Other Pleasures (Indianapolis: Indiana University Press, 1989)

Murray, Janet, Hamlet on the Holodeck (Cambridge: The MIT Press, 1997).

Myss, Caroline Ph.D., et al (2000) Archetypes: Symbolic Sight. Retrieved from http://www.myss.com/Archs.asp

Oz Project at Carnegie Mellon University School of Computer Science (2002, December).

Phelps, Andrew (2003, November). “I Saw God and I Killed It” Got Game. Retrieved from http://www.corante.com/gotgame/archives20031101.html#61354

Pinckard, Jane. (2003, April). Genderplay: Successes and Failures in Character Designs for Videogames. Game Girl Advance. Retrieved from http://www.gamegirladvance.com/archives/2003/04/16/genderplay_successes_and_failures_in_character_designs_for_videogames.html

Ratan, Suneel (2003, August). “Games Close in on Citizen Kane” Wired News. Retrieved from http://www.wired.com/news/culture/0,1284,59964,00.html

Reilly, W. Scott Neil, Believable Social and Emotional Agents (Pittsburgh: Carnegie Mellon University, 1996)
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Routledge Encyclopedia of Philosophy Online (Taylor & Francis Group, 1998-2003). Retrieved from http://www.rep.routledge.com/search-results?ssid=579309067&view=home&q=character&authstatuscode=202

Seger, Linda, Creating Unforgettable Character (New York: Henry Holt and Company, 1990)

Shoemaker, Brad. (2003, September). Deus Ex: Invisible War Hands-On Impressions. Gamespot. Retrieved from http://www.gamespot.com/pc/rpg/deusexinvisiblewar/preview_6074704.html

Siegfried Melchinger, The Concise Encyclopedia of Modern Drama (New York: Horizon Press, 1964) 65-67

Smith, Harvey. (2001, October). The Future of Game Design: Moving Beyond Deus Ex and Other Dated Paradigms. IGDA. Retrieved from http://www.igda.org/articles/hsmith_future.php

Spector, Warren. (2000, December). Postmortem: Ion Storm's Deus Ex. Gamasutra. Retrieved from http://www.gamasutra.com/features/20001206/spector_01.htm

Spolin, Viola, Improvisation for the Theater (Evanston: Northwestern University Press, 1963)

Stanislavski, Constantin, Building a Character (New York: Theatre Arts Books, 1949)

Stanislavski, Constantin, An Actor Prepares. (New York: Routledge, 1936)

Stepniewicz, Peter, Emotional Furbies: Early experimentation in interactive animatronics. Peter Stepniewicz. Retrieved from http://www.andrew.cmu.edu/~pstepnie/proj_furbies.htm

Vogler, Cristopher, The Writer’s Journey (Los Angeles: Michael Wiese Productions, 1998)

Wadhams, Nick. (2003, February). Online games increasingly a place for protest, social activism. Citizen Lab. Retrieved from http://citizenlab.org/modules.php?op=modload&name=News&file=article&sid=183

Walther, Bo Kampmann (2003, May). “Playing and Gaming, Reflections and Classifications” Game Studies, The International Journal of Computer Game Research, volume3, issue 1. Retrieved from http://www.gamestudies.org/0301/walther/

Whitman, Robert F., The Playreaders Handbook (New York: The Bobbs-Merrill Company, Inc., 1966)

Games

Aliens vs. Predator: Extinction
Animal Crossing
Def Jam: Vendetta
Deus Ex
Earth & Beyond
Final Fantasy X
Grand Theft Auto III and Vice City
Halo
Half-Life
Ico
Jak & Daxter: The Precursor Legacy
The Legend of Zelda: The Windwaker
Max Payne
Metal Gear Solid: Substance
Metroid: Prime
No One Lives Forever 2
Silent Hill 2
The Sims
The Sims Online
Splinter Cell
Star Wars Galaxies: An Empire Divided
Star Wars: Knights of the Old Republic
Super Mario Sunshine
Toontown Online