Seagull: A bird’s-eye view of the evolution of technical games research

Author:

Nguyen Truong-Huy D.,Melcer Edward,Canossa Alessandro,Isbister Katherine,Seif El-Nasr Magy

Publisher

Elsevier BV

Subject

Human-Computer Interaction,Software

Reference70 articles.

1. Entertainment Software Association, 2017, Essential Facts About the Computer and Video Game Industry, 2017. http://www.theesa.com/article/2017-essential-facts-computer-video-game-industry/ (accessed 03.10.17).

2. S.E. Siwek, Video Games in the 21st Century: The 2017 Report, 2017. http://www.theesa.com/wp-content/uploads/2017/02/ESA_EconomicImpactReport_Design_V3.pdf.

3. E. Melcer, T.-H.D. Nguyen, Z. Chen, A. Canossa, M. Seif El-Nasr, K. Isbister, Games research today: analyzing the academic landscape 2000–2014, in: Found. Digit. Games, Pacific Grove, CA, 2015.

4. Computer game studies, year one;Aarseth;Game Stud.,2001

5. The mystery of transposed journal lists: wherein Bradford’s law of scattering is generalized according to Garfield’s law of concentration;Garfield;Curr. Contents,1971

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