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 SIGEVOlution, 6(2), 3-16.
Parsons, S. (2010). Critical Play: Radical Game Design, The knowledge Engineering review, 25(3), 353-254.
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