Computer Games and Digital Game Cultures: An Introduction

Author:

Fromme Johannes,Unger Alexander

Publisher

Springer Netherlands

Reference42 articles.

1. Aarseth, E. (1997). Cybertext. Perspectives on Ergodic literature. Baltimore: John Hopkins.

2. Aarseth, E. (2004). Quest games as post-narrative discourse. In M. L. Ryan (Ed.), Narrative across media. The languages of storytelling (pp. 361–376). Lincoln: University of Nebraska Press.

3. Beck, J., & Wade, M. (2006). The kids are alright. How the gamer generation is changing the workplace. Boston: Harvard Business School Press.

4. Björk, S., & Holopainen, J. (2003). Describing games: An interaction-centric structural framework. http://www.digra.org/dl/db/05150.10348.pdf . Accessed 12 June 2011.

5. Cassell, J., & Jenkins, H. (Eds.). (1999). From Barbie to Mortal Combat. Gender and computer games. Cambridge: MIT Press.

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