How Games Move Us: Emotion by Design (Playful Thinking) by Katherine Isbister

How Games Move Us: Emotion by Design (Playful Thinking) by Katherine Isbister

Author:Katherine Isbister
Language: eng
Format: mobi
ISBN: 9780262034265
Publisher: MIT Press
Published: 2016-03-04T06:00:00+00:00


Notes

1. Entertainment Software Association, “Essential Facts about the Computer and Video Game Industry,” 2015, http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf (accessed August 26, 2015).

2. Johan Huizenga, Homo Ludens: A Study of the Play Element in Culture (Boston, MA: Beacon Press, 1955).

3. Hara Estroff Morano, “The Dangers of Loneliness,” Psychology Today, July 1, 2003, https://www.psychologytoday.com/articles/200308/the-dangers-loneliness (accessed August 26 2015).

4. Regan L. Mandryk and Kori M. Inkpen, “Physiological Indicators for the Evaluation of Co-Located Collaborative Play,” CSCW ’04 Proceedings of the 2004 ACM Conference on Computer-Supported Cooperative Work, Chicago, IL (2004): 102, doi:10.1145/1031607.1031625.

5. Anna Macaranas, Gina Venolia, Kori Inkpen, and John Tang, “Sharing Experiences over Video: Watching Video Programs Together at a Distance,” Human–Computer Interaction—INTERACT 2013, Cape Town, South Africa (2013): 73–90.

6. Jaako Stenros, Janne Paavilainen, and Frans Mäyrä, “The Many Faces of Sociability and Social Play in Games,” Proceedings of the 13th International MindTrek Conference, Tampere, Finland (2009): 82–89.

7. Kerry L. Marsh, Michael J. Richardson, and R. C. Schmidt, “Social Connection through Joint Action and Interpersonal Coordination,” Topics in Cognitive Science 1, no. 2 (2009): 320, doi:10.1111/j.1756-8765.2009.01022.x; Pierecarlo Valdesolo and David DeSteno, “Synchrony and the Social Tuning of Compassion,” Emotion 11, no. 2 (2011): 262, doi: 10.1037/a0021302; Pierecarlo Valdesolo, Jennifer Ouyang, and David DeSteno, “The Rhythm of Joint Cction: Synchrony Promotes Cooperative Ability,” Journal of Experimental Social Psychology 46, no. 4 (2010): 693, doi:10.1016/j.jesp.2010.03.004.

8. GameOn @ IGS Corporation Limited, How to Control Sackboy: LBP2 Acting, YouTube video, 1:50, October 21, 2011, https://www.youtube.com/watch?v=LHF7Psvu6GM (accessed August 26, 2015).

9. Brendan Keogh, “A Sackboy Says No Words,” Kill Screen, March 15, 2011, http://killscreendaily.com/articles/sackboy-says-no-words/ (accessed August 26, 2015).

10. Ibid.

11. calculatorboyqwe, New LittleBigPlanet Sackzilla Trailer HD Quality, YouTube video, 1:48, September 3, 2008, https://www.youtube.com/watch?v=xdvSAkgN-FU&feature=player_embedded (accessed August 26, 2015).

12. Erving Goffman, The Presentation of Self in Everyday Life (New York: Anchor Books, 1959).

13. D. Fox Harrell, Phantasmal Media: An Approach to Imagination, Computation, and Expression (Cambridge, MA: MIT Press, 2013).

14. Michael S. Rosenberg, “Virtual Reality: Reflections of Life, Dreams, and Technology: An Ethnography of a Computer Society,” unpublished manuscript, 1992, https://w2.eff.org/Net_culture/MOO_MUD_IRC/rosenberg_vr_reflections.paper (accessed March 26, 2015).

15. Quoted in Sherry Turkle, Life on the Screen: Identity in the Age of the Internet (New York: Simon & Schuster, 1995).

16. Ibid.

17. “Rip City of Heroes,” Penny Arcade, August 2012, http://forums.penny-arcade.com/discussion/166289/rip-city-of-heroes (accessed January 31, 2015).

18. Ibid.

19. Ibid.

20. Ibid.

21. Ibid.

22. Ibid.

23. Ibid.

24. Walter Mischel, “Toward an Integrative Science of the Person,” Annual Review of Psychology 55 (2004): 1–22.

25. Mary Flanagan, Daniel C. Howe, and Helen Nissenbaum, “Values at Play: Design Tradeoffs in Socially-Oriented Game Design,” CHI ’05 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Portland, OR (2005): 751, doi:10.1145/1054972.1055076; Bernie DeKoven, The Well-Played Game: A Playful Path to Wholeness (Lincoln, NE: iUniverse, Inc., 2002).

26. “keep me occupied,” Auntie Pixelante, January 9, 2012, http://www.auntiepixelante.com/?p=1461 (accessed August 26, 2015).

27. Espen Aarseth, “I Fought the Law: Transgressive Play and the Implied Player,” Proceedings of DiGRA 2007 Conference: Situated Play, Tokyo, Japan (2007): 130, http://www.digra.org/wp-content/uploads/digital-library/07313.03489.pdf (accessed August 26, 2015); Mia Consalvo, Cheating: Gaining Advantage in Videogames (Cambridge, MA: MIT Press, 2009).

28. Raph Koster, “The Laws of Online World Design,” Raph Koster’s Website, http://www.



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