Dissertation References
by Kayode Shonibare-Lewis
1. Plan to read
1.1. A clash between game and narrative
1.2. On the Role of the Die: A brief ludologic study of pen-and-paper roleplaying games and their rules
1.3. The Semiotics of Time Structure in Ludic Space As a Foundation for Analysis and Design
1.4. Narrative, Games, and Theory
1.5. Half-Real: Video Games Between Real Rules and Fictional Worlds
1.6. Ludology Meets Narratology: Similitude and differences between (video)games and narrative.
1.7. Why We Play Games:Four Keys to More Emotion Without Story
1.8. Mimesis as make-believe: on the foundations of the representational arts
1.9. Dungeon Masters Guide II
2. Games Design theory
2.1. Rules of Play
2.2. What WarioWare can teach us about Game Design
3. Semiotics / Symbols
3.1. Symbolism 101
3.2. Game Props
4. Game Characters
4.1. Game Writing Narrative Skills for Videogames
5. Player-character relationship
5.1. The Myth of the Ergodic Videogame Some thoughts on player-character relationships in videogames
5.2. Towards an Aesthetic of Presence in 3D Avatar-driven Computer Games
5.3. Deadly Premonition Is "Interesting"
6. Method
6.1. A survey method for assessing perceptions of a game: The consumer playtest in game design
6.2. Controlled Experiments on the Web:Survey and Practical Guide
7. narrative dissonance
7.1. Analysis: My Husband is a Little Blue Peg - Story In Life Quest
7.2. Analysis: Communicating Character In Fable II
7.3. Opinion: Characters, The Building Blocks Of Your Reality
7.4. Perspectives of Computer Game Philology
8. Player type
8.1. Players Who Suit MUDs