Wednesday 19 November 2014

Bibliography

Full Books

Bogost, I. (2011). How to do things with videogames. Minneapolis, University of Minnesota Press.

Schell, J. (2008). The art of game design. Amsterdam, Elsevier/Morgan Kaufmann.

Koster, R. (2005). A Theory Of Fun For Game Design. Scottsdale, AZ, Paraglyph Press.

Contribution to a Book

Schules, D. When language Goes Bad: Localization Effect on the Gameplay of Japanese RPGs. In: Voorhees, G, Call, J. and Whitlock, K. (2012), Dungeons, Dragons, And Digital Denizens: The Digital Role-Playing Game, New York: Continuum, 88-112.

Bartle, R, (2009), Understand The limits Of Theory. In: Bateman, C. Beyond Game Design, Boston, Charles River Media, 117-134.

Journal Articles 

Browne, C. (2014). Evolutionary game design: automated game design comes of age,
ACM SIGEVOlution6(2), 3-16.


Parsons, S. (2010). Critical Play: Radical Game Design, The knowledge Engineering review, 25(3), 353-254.