A Bibliography of Literary Theory, Criticism and Philology
by José Ángel García Landa
(University of Zaragoza, Spain)
Videogames
General
Miscellaneous
Specific
General
Cannon-Bowers, Jan., and Clint Bowers, eds. Serious Game Design and Development: Technologies for Training and Learning. Hershey (PA) and New York: IGI Global – Information Science Reference, 2010.
Perron, Bernard, and Mark J. P. Wolf, eds. The Video Game Theory Reader 2. London: Routledge, 2008. Online at Google Books:
http://books.google.es/books?id=ckKTAgAAQBAJ
2014
Miscellaneous
Arsenault, Dominic, and Bernard Perron. "6. In the Frame of the Magic Cycle: The Circles of Gameplay." The Video Game Theory Reader 2. Ed. Bernard Perron and Mark J. P. Wolf. New York and London: Taylor and Francis-Routledge, 2009. 109-31.*
https://www.taylorfrancis.com/books/e/9780203887660/chapters/10.4324/9780203887660-12
2020
Online at Academia.*
https://www.academia.edu/35136708/
2020
_____. The Video Game Theory Reader 2. New York and London: Taylor and Francis – Routledge, 2009. Reissued, Routledge eBooks, 2013. Online at Academia.*
https://www.academia.edu/119098463/
2024
"La adicción al videojuego, una enfermedad." El Mundo (Papel) 4 Jan. 2018: 26.*
http://prensa.unizar.es/noticias/1801/180104_z0_videjuego.pdf
2017
Banks, Jaime. "Human-Technology Relationality and Self-Network Organization: Players and Avatars in World of Warcraft." Ph.D. diss. Colorado State U, 2013.*
https://www.academia.edu/4528351/
2017
_____. "Object-Relation Mapping: A Method for Analyzing Phenomenal Assemblages of Play." Paper presented at the Annual Convention of the International Communication Association, 2014. Online at Academia.*
https://www.academia.edu/5958396/
2020
Bareis, J. Alexander, and Lene Nordrum. How to Make Believe: The Fictional Truths of the Representational Arts. (Narratologia, 49). Berlin and Boston: De Gruyter, 2015.* (Introduction, 1-12; 1. Theory; 2. Literature and Film; 3. Theatre and Music; 4. Games).
Bembeneck, Emily Joy. The Princess is in Another Castle: Multi-Linear Stories in Oral Epic and Video Games. Ph.D. diss. U of Michigan, 2013.
http://deepblue.lib.umich.edu/handle/2027.42/100055
2014
Ciccoricco, David. Refiguring Minds in Narrative Media. (Frontiers of Narrative). Lincoln and London: U of Nebraska P, 2015.* (1. Attention and Perception; 2. Memory and Emotion; Attention, Psychology and narrative; reading narrative; videogames).
https://www.nebraskapress.unl.edu/product/Refiguring-Minds-in-Narrative-Media,676387.aspx
2015
Curiel Gálvez, África. "El videojuego como medio narrativo." MA diss. U of Seville, 2015. Online at Academia.*
https://www.academia.edu/28812924/
2017
de Castell, Suzanne, and Jennifer Jenson, eds. 2nd International Conference of the Digital Games Research Association (DIGRA) 16th - 20th June, Vancouver, BC, Canada. Electronic publication, 2005.
http://hdl.handle.net/1892/1607
Demirel, Enes. "Sosyolojik bir arast1rma nesnesi olarak dijital oyunlar." Sosyoloji Arast1rmalar1 Dergisi 25.2 (2022): 278-298.* (Sociological perspective on videogame research).
https://dergipark.org.tr/tr/pub/sosars/issue/69705/1111375
2022
Semantic Scholar:
Domsch, Sebastian. "Hearing Storyworlds: How Video Games Use Sound to Convey Narrative." In Audionarratology: Interfaces of Sound and Narrative. Ed. Jarmila Mildorf and Till Kinzel. Berlin and Boston: Walter de Gruyter, 2016. 185-98.*
Online at Academia.*
https://www.academia.edu/37187221/
2021
Drescher, Frederik R. "Narrative Games: A Ludo-Narratological Examination of Video Games." Academia (2018).*
https://www.academia.edu/37134460
2018
Frasca, G. Videogames of the Oppressed: Videogames as a Means for Critical Thinking and Debate. MA diss., School of Literature, Communication and Cultuure, Georgia Institute of Technology, 2001.
http://www.ludology.org/articles/thesis
_____. "Ephemeral Games: Is It Barbaric to Design Videogames after Auschwitz?" In CyberText Yearbook 2000. U of Jyvakyla, Finland: Research Centre for Contemporary Culture, 2000.
http://www.ludology.org/articles/ephemeralFRASCA.pdf
Felipe Campillo, Francesc. "Modelos de veracidad en la cultura digital: Google News y los videojuegos históricos." In El ecosistema digital: Modelos de comunicación, nuevos medios y público en Internet. Ed. Guillermo López García. Valencia: Servei de Publicacions, U de Valencia, 2005. CD/PDF.
http://www.uv.es/demopode/libro1/
2005-11-09
Galloway, A. R. "Social Realism in Gaming." Game Studies 4.1 (2004):
http://www.gamestudies.org/0401/galloway/
2004
García Landa, José Ángel. "Avatar." Rev. of James Cameron's film. In García Landa, Vanity Fea 1 Jan. 2010.*
http://vanityfea.blogspot.com/2010/01/avatar.html
2010
_____. "El juego de Ender: La realidad flojea." In García Landa, Vanity Fea 3 June 2010.*
http://vanityfea.blogspot.com/2010/06/el-juego-de-ender.html
2010
_____. "El Juego de Ender: La realidad flojea." Ibercampus (Vanity Fea) 2 June 2020.*
https://www.ibercampus.es/el-juego-de-ender-la-realidad-flojea-39671.htm
2020
_____. "El Juego de Ender: La realidad flojea." Academia 9 June 2020.*
https://www.academia.edu/43299008/
2020
_____. "El Juego de Ender: La realidad flojea." In García Landa, Vanity Fea 20 July 2020.*
https://vanityfea.blogspot.com/2020/07/el-juego-de-ender-1977-1985-es-una-de.html
2020
Gobel, S., U. Spierling, A. Hoffmann, I. Iurgel, O. Schneider, J. Dechau and A. Feix. Technologies for Interactive Digital Storytelling and Entertainment (Proceedings of the 2nd International Conference on Technologies for Interactive Digital Storytelling and Entertainment, TIDSE'04). 24-26 June, Darmstadt, Germany. Springer, 2004.
González García, Javier. "New Technologies of Time Manipulation." Rupkhata Journal on Interdisciplinary Studies in Humanities 10.2 (2018): 1-16.*
https://dx.doi.org/10.21659/rupkatha.v10n2.01
http://rupkatha.com/V10/n2/v10n201.pdf
2018
Greenfield, P. M. "Video Games as Tools of Cognitive Socialization." Proceedings of Computers, Cognition and Epistemology: An International Symposium. Sandbjerg Slot, Denmark, April 1987.
Guelton, Bernard. "Récits interactifs en mobilité et horizons spatio-temporels." 2018. Online at Academia.*
https://www.academia.edu/38803460/
2020
Huaxin Wei. Analyzing the Game Narrative: Structure and Technique. Ph.D. diss. Burnaby (BC, Canada): Simon Fraser U, 2011. Online at Academia.*
https://www.academia.edu/35539670/
2017
Jenkins, Henry. Fans, Bloggers and Gamers. 2006.
Juul, Jesper. Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge (MA): MIT Press, 2005.
2005-12-08
Kinder, Marsha. Playing with Power in Movies, Television, and Video Games: From Muppet Babies to Teenage Mutant Ninja Turtles. Berkeley: U of California P, 1991.
Klosinski, Michal, and Krzysztof M. Maj, eds. Dyskursy gier wideo. (Perspektywy Ponowoczesnosci, 7). Wroclaw: Osrodek Badawczy Facta Ficta, 2019. Online at Academia.*
https://www.academia.edu/44790090/
2021
Lee, S. "'I Lose, Therefore I Think': A Search for Contemplation amid Wars of Push-Button Glare." Game Studies 3.2 (2003):
http://www.gamestudies.org/0302/lee
López Muñoz, Eugenia. "10. Sexismo, violencia y juegos electrónicos." In El sustrato cultural de la violencia de género: Literatura, arte, cine y videojuegos. Ed. Ángeles de la Concha. (Perspectiva feminista). Madrid: Síntesis, 2010.
Løvlie, Anders Sundnes. "End of Story? Quest, Narrative and Enactment in Computer Games." PDF.*
http://www.waikato.ac.nz/film/2005papers/319B/docs/Lovlie.pdf
2005-09-25
Maj, Krzysztof M., and Michał Kłosiński. "Przyczajony dyskurs, ukryta narracja. W stronę uświadomionego interdyscyplinarnie groznawstwa." In Dyskursy gier wideo (=Video game discourses). Ed. Michał Kłosiński and Krzysztof M. Maj. Kraków: Ośrodek Badawczy Facta Ficta (Research Centre Facta Ficta), 2019.*
https://www.academia.edu/40358052/
2019
_____, eds. Dyskursy gier wideo (=Video game discourses). (Perspektywy Ponowoczesnoszi, 8) Kraków: Ośrodek Badawczy Facta Ficta (Research Centre Facta Ficta), 2019. Online at Academia.*
https://www.academia.edu/40357615/
2019
Martín Ibáñez, Eva Rosario. "La dimensión narrativa de los videojuegos First Person Shooter (FPS)." PhD. Diss. U Complutense de Madrid, 2017. Online at Academia.*
https://www.academia.edu/41957074/
2020
McDaniel, Rudy, Stephen M. Fiore and Denise Nicholson. "Chapter 2: Serious Storytelling: Narrative Considerations for Serious Game Researchers and Developers." From Serious Game Design and Development: Technologies for Training and Learning. Ed. Jan Cannon-Bowers and Clint Bowers (both U of Central Florida). Hershey (PA) and New York: IGI Global – Information Science Reference, 2010. 13-30.* (Fallout 3).
https://www.academia.edu/3973183/
2021
Meakin, Eoghain, Brian Dixon and Murat Akser. "Playing Games with Gadamer: Language for the Player and Protagonist's Interpretive Journey." Game Studies: The International Journal of Computer Game Research 23.3 (Dec. 2023): 1-12.*
https://gamestudies.org/2303/articles/meakin_dixon_akser
2024
ResearchGate.*
https://www.researchgate.net/publication/377438855
2024
Meifert-Menhar, Felicitas. (Munich). "Emergent Narrative, Collaborative Storytelling: Toward a Narratological Analysis of Alternate Reality Games." In Beyond Classical Narration: Transmedial and Unnatural Challenges. Ed. Jan Alber and Per Krogh Hansen. Berlin and Boston: De Gruyter, 2014. 161-77.*
Molina Pos, Juan Ramón. "Interactuando con el miedo: Terrorismo internacional y armas de destrucción masiva en la trilogía Call of Duty: Modern Warfare y Battlefield 3." In La década del miedo: Dramaturgias audivisuales pos-11 de septiembre. Ed. Marta Fernández Morales. Bern: Peter Lang, 2013. 153-84.*
Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Free Press, 1997.
_____. Hamlet on the Holodeck: The Future of Narrative in Cyberspace Cambridge (MA): MIT Press, n.d.* (Narrative, Shakespeare, videogames, computers and literature, Internet, virtual reality, immersion).
Nae, Andrei. "Immersion at the Intersection of Technology, Subjectivity, and Culture: An Analysis of Silent Hill 2." Acta Univ. Sapientiae: Film and Media Studies 13 (2016): 7-19.*
DOI: 10.1515/ausfm-2016-0011
http://www.acta.sapientia.ro/acta-film/C13/film13-01.pdf
2021
Online at Academia.*
https://www.academia.edu/45176736/
2021
Nanamaker, Benjamin. Emergent Gameplay: The Limits of Ludology and Narratology in Analyzing Video Game Narrative
http://hdl.handle.net/1811/5884
2009
Neitzel, Britta. "Levels of Play and Narration." In Narratology beyond Literary Criticism: Mediality-Disciplinarity. Ed. Jan Christoph Meister with Tom Kindt and Wilhelm Schernus. Berlin and New York: Walter de Gruyter, 2005. 45-64.* (Computer games).
Nitsche, Michael. (Georgia Institute of Technology; michael.nitsche@lcc.gatech.edu) "Mapping Time in Video Games." Situated Play: Proceedings of DiGRA 2007 Conference. 145-51.* (Digital Games Research Association).
http://s3.amazonaws.com/academia.edu.documents/30941363/Nitsche_DiGRA_07.pdf
2016
_____. "Mapping Time in Video Games." From Situated Play: Proceedings of DIGRA Conference, 2007. Online at Academia.*
https://www.academia.edu/2976335/
2019
_____. "Focalization in 3D Videogames." Online at Academia.*
https://www.academia.edu/2976329/
2019
Parra Bravo, Cristian. "Aesthetics, Engagement, and Narration: Temporal Constraint as an Articulator of Ludo-Narrative Time." Games and Culture (17 Oct. 2023).*
https://doi.org/10.1177/15554120231206429
https://journals.sagepub.com/doi/10.1177/15554120231206429
2023
Peinado, F., P. P. Gómez-Martín, and M. A., Gómez-Martín. "A Game Architecture for Emergent Story-Puzzles in a Persistent World". In 2nd International Conference of the Digital Games Research Association (DIGRA) 16th - 20th June, Vancouver, BC, Canada. Ed. Suzanne de Castell and Jennifer Jenson. Electronic publication, 2005.
http://hdl.handle.net/1892/1607
Peinado, F., and M. Santorum. "Juego Emergente: ¿Nuevas Formas de Contar Historias en Videojuegos?." La Revista Icono 14 4 (2005). Electronic publication. (PDF in Federico Peinado's website, http://www.fdi.ucm.es/profesor/fpeinado/).
http://www.icono14.net/revista/
Perron, Bernard, coed. The Routledge Companion to Video Game Studies. London: Routledge, 2014.
_____, ed. Horror Video Games: Essays on the Fusion of Fear and Play. McFarland, 2009.
Perron, Bernard, and Mark J. P. Wolf, eds. The Video Game Theory Reader 2. New York and London: Taylor and Francis – Routledge, 2009. Reissued, Routledge eBooks, 2013. Online at Academia.*
https://www.academia.edu/119098463/
2024
Querol Sanz, José Manuel. "Videojuego: Modelos de dependencia literaria (ideología y paraliteratura)." In Literatura y Multimedia. Ed. J. Romera Castillo et al. Madrid: Visor, 1997. 357-65.*
Ryan, Marie-Laure. "From Narrative Games to Playable Stories: Toward a Poetics of Interactive Narrative." Storyworlds 1 (2009).
_____. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Baltimore: Johns Hopkins UP, 2001.
_____. La narración como realidad virtual: La inmersión y la interactividad en la literatura y en los medios electrónicos. Barcelona: Paidos, 2004.
Smith, J. H., and S. Egenfelt-Nielsen. "The Six Myths of Computer Gaming." Game Research (2002):
http://www.game-research.com/art_myths_of_gaming.asp
Téllez Alarcia, Diego, and Diego Iturriaga Barco. "Videojuegos y aprendizaje de la historia: La saga Assassin's Creed." Contextos Educativos 17 (2014): 145-55.*
Thabet, Tamer. Video Game Narrative and Criticism: Playing the Story. (Palgrave Pivot). Houndmills and New York: Palgrave Macmillan, 2015.* Online preview at Google Books:
http://books.google.es/books?id=8RznBgAAQBAJ
2015
Tortolero Cervantes, Xóchitl. "Estructuras narrativas lúdicas: un soporte para artistas digitales." Ph.D. diss. U Politécnica de Valencia, 2013. Online at RiuNet.*
https://riunet.upv.es/handle/10251/31122
http://hdl.handle.net/10251/31122
https://riunet.upv.es/bitstream/10251/31122/1/tesis_completa_impresion.pdf
2021
Tosca, Susana P. "Videojuegos: el entretenimiento del tercer milenio." In Género y cultura popular. Ed Isabel Clúa. Bellaterra: Edicions UAB, 2008.
Walker Rettberg, Jill, and Hilde G. Corneliussen, eds. Digital Culture, Play, and Identity: A World of Warcraft Reader. Cambridge (MA): MIT Press, 2008.
Wei, Huaxin. "Analyzing the Game Narrative: Structure and Technique." Ph.D. diss. Simon Fraser U, 2011.*
https://www.academia.edu/64165005/
2021
Woods, S. "Loading the Dice: The Challenge of Serious Videogames." Game Studies 4.1 (2004):
http://www.gamestudies.org/0401/woods/
Anthologies
Perron, Bernard, coed. The Video Game Theory Reader. London: Routledge, 2003.
_____, coed. The Video Game Theory Reader 2. London: Routledge, 2009.
Audio
Roberts, Russ. "Frank Rose on Storytelling and the Art of Immersion." Audio interview. EconTalk 10 Oct. 2011.*
https://www.econtalk.org/frank-rose-on-storytelling-and-the-art-of-immersion/
2022
Blogs
The Brainy Gamer: Thoughtful Conversation about Video Games. (Michael Abbott).
2008
Games and Narrative.
2015
The Gaming Philosopher. Blog on roleplaying games and interactive fiction (Victor Gijsbers, Utrecht, Netherlands).
http://gamingphilosopher.blogspot.com/
2007
GrandTextAuto (Mary Flanagan, Michael Mateas, NickMontfort, Scott Rettberg, Andrew Stern, and Noah Wardrip-Fruin)
http://grandtextauto.gatech.edu/
2006
Videojuegos y sociedad. Blog. (Daniel Jiménez).
http://videojuegosysociedad.com/
2008
Films
Existenz. Written and dir. by David Cronenberg. Cast: Jennifer Jason Leigh, Jude Law. USA: Alliance Atlantis / Serendipity Point Films, 1999.
_____. Existenz. Spanish VHS. Columbia Tristar Home Video, 2000.*
Literature
Card, Orson Scott. "Ender's Game." Story. Analog (August 1977). (Campbell Award for new authors 1978).
_____. Ender's Game. Novel. 1985. (Nebula Award 1985; Hugo Award 1986)
_____. El juego de Ender. (Nova ciencia ficción 0). Barcelona: Ediciones B.
_____. El juego de Ender. Trans. José María Rodelgo and Antonio Sánchez. Foreword by Miquel Barceló. Barcelona: Círculo de Lectores, 1989.*
Series
(Landmark Video Games). Series ed. Bernard Perron. Ann Arbor: U of Michigan P, c. 2012.
Video
Caballero, Vander. "VR as the ultimate storytelling tool." YouTube (Stanford) 28 May 2016.*
2016
Deleyto, Celestino. "Psychoanalysis and Audiovisual Culture: A Conversation with Professor Caroline Bainbridge." Video interview, 22 April 2021. YouTube (Cosmopolitan Spaces in Cinema Research Project) 2021.* (Videogames, immersion).
2022
Perron, Bernard. "Jeux vidéo d'épouvante: concevoir la peur vidéoludique." Lecture at the École Normale Supérieure. YouTube (École Normale Supérieure) 1 April 2016.*
2016
See also Computer games; Games and Play.
Specific games
Abscondita Sapientia
Alone in the Dark
Amnesia
Assassin's Creed
Téllez Alarcia, Diego, and Diego Iturriaga Barco. "Videojuegos y aprendizaje de la historia: La saga Assassin's Creed." Contextos Educativos 17 (2014): 145-55.*
Films
Assassin's Creed. Dir. Justin Kurzel. Based on the videogame series Assassin's Creed. Cast: Michael Fassbender, Marion Cotillard, Jeremy Irons, Charlotte Rampling, Brendan Gleeson. USA, 2016.
Bloons Tower Defence
Call of Duty
Molina Pos, Juan Ramón. "Interactuando con el miedo: Terrorismo internacional y armas de destrucción masiva en la trilogía Call of Duty: Modern Warfare y Battlefield 3." In La década del miedo: Dramaturgias audivisuales pos-11 de septiembre. Ed. Marta Fernández Morales. Bern: Peter Lang, 2013. 153-84.*
Dota 2
Dragon Age II
Thorbjargardóttir, Borghildur. "The Illusion of Choice: Interactive Narration in Dragon Age II." BA diss. U of Iceland, 2017.*
2017
Fallout 3
McDaniel, Rudy, Stephen M. Fiore and Denise Nicholson. "Chapter 2: Serious Storytelling: Narrative Considerations for Serious Game Researchers and Developers." From Serious Game Design and Development: Technologies for Training and Learning. Ed. Jan Cannon-Bowers and Clint Bowers (both U of Central Florida). Hershey (PA) and New York: IGI Global – Information Science Reference, 2010. 13-30.* (Fallout 3).
https://www.academia.edu/3973183/
2021
Final Fantasy
González Taboada, Pablo. Final Fantasy: La leyenda de los cristales. Palma de Mallorca: Dolmen, 2013. 2nd ed. 2013.*
Game of Thrones
Schröter, Felix. "Sworn Swords and Noble Ladies: Female Characters in Game of Thrones Video Games." From Women of Ice and Fire: Gender, Game of Thrones, and Multiple Media Engagements. 2016. Online at Academia.*
https://www.academia.edu/46914090/
2022
God of War
Ciccoricco, David. "Games of Interpretation and a Graphophiliac God of War." In Intermediality and Storytelling. Ed. Marina Grishakova and Marie-Laure Ryan. Berlin and New York: De Gruyter, 2010. 232-57.* (God of War videogame).
The Last of Us
Medal of Honor
Video
Skynea History. "MOH: Frontline History 2." Video. YouTube (Skynea History) 20 Aug. 2022.* (Medal of Honor)
2024
Myst
Internet resources
MYSTlore
2008
Planescape Torment
Silent Hill
Perron, Bernard. Silent Hill: The Terror Engine. (Landmark Video Games). Ann Arbor: U of Michigan P, 2012.
_____. Silent Hill. Questions Théoriques, 2016.
Ramos Ibarra, Martha S. Proposal for the Analysis of a Video Game, a Film, and Their Relationship (Silent Hill as a Subject of the Horror Genre). M.A. diss. U Autònoma de Barcelona, 2012. Online at Recercat.*
http://www.recercat.net/bitstream/handle/2072/203999/MSRITesina2012Imprimir33.pdf?sequence=1
2013
Online at Dipòsit Digital de Documents de la UAB.*
https://ddd.uab.cat/pub/trerecpro/2012/hdl_2072_203999/MSRITesina2012Imprimir33.pdf
2022
Silent Hill 2
Nae, Andrei. "Immersion at the Intersection of Technology, Subjectivity, and Culture: An Analysis of Silent Hill 2." Acta Univ. Sapientiae: Film and Media Studies 13 (2016): 7-19.*
DOI: 10.1515/ausfm-2016-0011
http://www.acta.sapientia.ro/acta-film/C13/film13-01.pdf
2021
Online at Academia.*
https://www.academia.edu/45176736/
2021
The Stanley Parable
Schubert, Stefan. "Playing with (Meta)Fictionality and Self-Reflexivity in the Video Game The Stanley Parable." In Fictionality, Factuality, and Reflexivity Across Discourses and Media. Ed. Erika Fülöp et al. Berlin and Boston: de Gruyter, 2021. 212-28.*
https://doi.org/10.1515/9783110722031-014
2021
Tomb Raider
Moreno Álvarez, Alejandra. "Can the Cyborg Speak? From Ms. Frankenstein to Ms. Croft." In AEDEAN XXX: Proceedings of the 30th International AEDEAN Conference. [Huelva, 2006]. Ed. María Losada Friend et al. Huelva: U de Huelva, 2007.*
World of Warcraft
Banks, Jaime. "Human-Technology Relationality and Self-Network Organization: Players and Avatars in World of Warcraft." Ph.D. diss. Colorado State U, 2013.*
https://www.academia.edu/4528351/
2017
Walker Rettberg, Jill, and Hilde G. Corneliussen, eds. Digital Culture, Play, and Identity: A World of Warcraft Reader. Cambridge (MA): MIT Press, 2008.
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