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Dissertation References by Mind Map: Dissertation References
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Dissertation References

Plan to read

A clash between game and narrative

Juul, J. 1998, A Clash between Game and Narrative. M.A. Thesis. [online] Available at:<http://www.jesperjuul.net/thesis/> [Accessed 20/11/2010].

On the Role of the Die: A brief ludologic study of pen-and-paper roleplaying games and their rules

Dormans. J, 2006, On the Role of the Die: A brief ludologic study of pen-and-paper roleplaying games and their rules,Games Studies, [online] Available at:<http://gamestudies.org/0601/articles/dormans> [Accessed 02/12/2010].

The Semiotics of Time Structure in Ludic Space As a Foundation for Analysis and Design

Lindley. C, 2005, The Semiotics of Time Structure in Ludic Space As a Foundation for Analysis and Design,Games Studies, [online] Available at:<http://www.gamestudies.org/0501/lindley/> [Accessed 02/12/2010].  

Narrative, Games, and Theory

Simons, J. 2007, Narrative, Games, and Theory,Games Studies,[online] Available at:<http://gamestudies.org/0701/articles/simons> [Accessed 02/12/2010].  

Half-Real: Video Games Between Real Rules and Fictional Worlds

Juul. J, 2005, Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge, Massachusetts. MIT Press.

Ludology Meets Narratology: Similitude and differences between (video)games and narrative.

Frasca, G. 1999, Ludology Meets Narratology: Similitude and differences between (video)games and narrative. [online] Available at:<http://www.ludology.org/articles/ludology.htm> [Accessed 03/12/2010].  

Why We Play Games:Four Keys to More Emotion Without Story

Lazzaro, N. 2004, Why We Play Games: Four Keys to More Emotion Without Story, XEODesign[online] Available at:<http://www.ludology.org/articles/ludology.htm> [Accessed 03/12/2010].

Mimesis as make-believe: on the foundations of the representational arts

Walton. K, 1990, Mimesis as make-believe: on the foundations of the representational arts. USA. Harvard University Press.  

Dungeon Masters Guide II

  Decker. J, et al. (2005), Dungeon Masters Guide II. Washington. Wizards of the Coast.  

Player-character relationship

The Myth of the Ergodic Videogame Some thoughts on player-character relationships in videogames

Newman. J, 2002, The Myth of the Ergodic Videogame Some thoughts on player-character relationships in videogames, Games Studies, [online] Available at:<http://www.gamestudies.org/0102/newman/> [Accessed 14/11/2010].

Towards an Aesthetic of Presence in 3D Avatar-driven Computer Games

Dubbelman, T. (2010) Towards an Aesthetic of Presence in 3D Avatar-driven Computer Games.[online] <http://gambit.mit.edu/updates/2010/04/research_video_podcast_episode.php#more> [Accessed 20-11-2010].  

Deadly Premonition Is "Interesting"

Weise, M. (2010) Deadly Premonition Is "Interesting".[online] <http://gambit.mit.edu/updates/2010/10/deadly_premonition_is_interest.php#more> [Accessed 20-11-2010].

Games Design theory

Rules of Play

Salen, K. and Zimmerman, E. (2004) Rules of Play, London: MIT Press.

What WarioWare can teach us about Game Design

Gingold. C, 2005, What WarioWare can teach us about Game Design,Games Studies,[online] Available at:<http://www.gamestudies.org/0501/gingold/> [Accessed 16/11/2010].  

Method

A survey method for assessing perceptions of a game: The consumer playtest in game design

Davis. J, Steury. K, Pagulayan. R, 2005, A survey method for assessing perceptions of a game: The consumer playtest in game design,Games Studies, [online] Available at:<http://www.gamestudies.org/0501/davis_steury_pagulayan/> [Accessed 16/11/2010].  

Controlled Experiments on the Web:Survey and Practical Guide

Kohavi. R, et al, 2007, Controlled Experiments on the Web:Survey and Practical Guide, KDD,[online] Available at: <http://exp-platform.com/Documents/hippo_long.pdf> [Accessed 04/12/2010].  

Semiotics / Symbols

Symbolism 101

Portnow, J. Floyd, D. Theus, A. (2010) Symbolism 101.[online] <http://www.escapistmagazine.com/videos/view/extra-credits/2264-Symbolism-101> [Accessed 20-11-2010].

Game Props

Bateman, C. (2010) Game Props.[online] <http://vimeo.com/14671996> [Accessed 20-11-2010].  

narrative dissonance

Analysis: My Husband is a Little Blue Peg - Story In Life Quest

Short, E. 2010, Analysis: My Husband is a Little Blue Peg - Story In Life Quest, Gamasutra, [online] Available at:<http://www.gamasutra.com/view/news/29699/Analysis_My_Husband_is_a_Little_Blue_Peg__Story_In_Life_Quest.php> [Accessed 20/11/2010].  

Analysis: Communicating Character In Fable II

Short, E. 2009, Analysis: Communicating Character In Fable II, Gamasutra, [online] Available at:<http://www.gamasutra.com/view/news/25570/Analysis_Communicating_Character_In_Fable_II.php> [Accessed 20/11/2010].

Opinion: Characters, The Building Blocks Of Your Reality

Nutt, C. 2010, Opinion: Characters, The Building Blocks Of Your Reality, Gamasutra, [online] Available at:<http://www.gamasutra.com/view/news/28484/Opinion_Characters_The_Building_Blocks_Of_Your_Reality.php> [Accessed 20/11/2010].

Perspectives of Computer Game Philology

Kücklich. J, 2003, Perspectives of Computer Game Philology,Games Studies, [online] Available at:<http://www.gamestudies.org/0301/kucklich/> [Accessed 02/12/2010].  

Game Characters

Game Writing Narrative Skills for Videogames

Walsh, A. (2004) Game Characters. In: C. Bateman, ed. Game Writing Narrative Skills for Videogames, Boston. Charles River Media. Ch. 6.  

Player type

Players Who Suit MUDs

Bartle. R. 1996, Players Who Suit MUDs [online] Available at:<http://www.mud.co.uk/richard/hcds.htm> [Accessed 04/12/2010].