NSA Video Games Paper - American Civil Liberties Union
NSA Video Games Paper - American Civil Liberties Union
NSA Video Games Paper - American Civil Liberties Union
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<strong>Games</strong>: A Look at Emerging Trends, Uses, Threats and Opportunities in Influence Activities<br />
REFERENCES<br />
i Castronova, E. (2006). Synthetic Worlds: The Business and Culture of Online <strong>Games</strong>. University<br />
Of Chicago Press. See also International Game Developers Association (IGDA) Casual<br />
<strong>Games</strong> White <strong>Paper</strong> 2005. Wired, The Wrinkled Future of Online Gaming Synthetic<br />
worlds.<br />
See also:<br />
DeBenedictis, S., Robbins, B., Dunin, E., Estanislao, J., James, D., Valadares, J., et al. (2005,<br />
July 31). 2005 White <strong>Paper</strong> on Casual <strong>Games</strong>. International Game Developers Association.<br />
Retrieved August 24, 2006, from<br />
http://www.igda.org/casual/IGDA Casual<strong>Games</strong> Whitepaper 2005.pdf<br />
Kushner, D. (2004, June). The Wrinkled Future of Online Gaming. Wired Magazine, (12.06),<br />
gaming. Retrieved August 31, 2006, from Wired Magazine Web site:<br />
http://www.wired.com/wired/archive/12.06/gaming.html?pg=2<br />
Ondrejka, C. (2006, February). Linden Labs: Second Life. In Cyber-InjluenceConference.<br />
Symposium conducted at San Francisco, Ritz Carlton. Abstract obtained from Conference<br />
Notes<br />
ii Ondrejka, C. (2006, February). Linden Labs: Second Life. In Cyber-InjluenceConference.<br />
Symposium conducted at San Francisco, Ritz Carlton. Abstract obtained from Conference<br />
Notes<br />
iii PriceWaterhouseCoopers. (2006, September). Global Entertainment and Media Outlook: 2006-<br />
2010. Abstract retrieved October 13,2006, from PriceWaterhouseCoopers Web site:<br />
http://www.pwcglobal.com/extweb/pwcpublications.nsf/docid/5AC172F2C9DED8F58525<br />
70210044 EEA 7?opendocument&vendor=none<br />
iv PriceWaterhouseCoopers. (2006, September). Global Entertainment and Media Outlook: 2006-<br />
2010. Abstract retrieved October 13,2006, from PriceWaterhouseCoopers Web site:<br />
http://www.pwcglobal.com/extweb/pwcpublications.nsf/docid/5AC172F2C9DED8F58525<br />
70210044 EEA 7?opendocument&vendor=none<br />
v Bonk, C. J., & Dennen, V. P. (2005, March). Massive Multiplayer Online Gaming: A Research<br />
Framework for Military Training and Education. Advanced Distributed Learning (ADL)<br />
Initiative. A Technical Report for the Office of the Under Secretary of Defense (Personnel<br />
and Readiness) Readiness and Training Directorate<br />
vi Lindstrom, M. (2006, February 21). Playing the Brand Game. Retrieved August 20,2006, from<br />
Marketing Digest Web site: http://www.ameinfo.com/78477.html<br />
vii Yee, N. (2006, June). The Demographics, Motivations, and Derived Experiences ofUsers of<br />
Massively Multi-User Online Graphical Environments. Presence: Teleoperators and<br />
Virtual Environments, 15(3), 309-329.<br />
viii Jayakanthan, R. (2002). Application of computer games in the field of education. The<br />
Electronic Library, 20(2), 98-102.<br />
ix IOC-USC/ICT. (2005, September). Dark Use of Gaming. Findings presented at Think Tank<br />
Panel.<br />
x Tawil, H. (2005). From Real to Virtual Conflict: Palestinian Kids and Online <strong>Games</strong>. Abstract<br />
retrieved August 15, 2006, from AOIR database: http://www.conference.aoir.org<br />
xi Soussi, A. (2003, March 9). War <strong>Games</strong> Becoming All Too Real. Sunday Herald. Retrieved<br />
October 13, 2006, from http:/ /www.sundayherald.com/31960<br />
xii World Net Daily. (2003, March 3). Trouble in the Holy Land: Hezbollah's New Computer<br />
Game. WorldNetDaily.com. Retrieved October 13, 2006, from<br />
http://www.worldnetdaily.com/news/article.asp? ARTICLE ID=31323<br />
xiii (FBIS I GMP20060920736002 120061309 I (u) I CIRAS ID:)<br />
FOUO -Not for Public Distribution<br />
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