17.12.2012 Views

Well Played 2.0: Video Games, Value and Meaning - OpenLibra

Well Played 2.0: Video Games, Value and Meaning - OpenLibra

Well Played 2.0: Video Games, Value and Meaning - OpenLibra

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Davidson, D. (2008). <strong>Well</strong> <strong>Played</strong>: Interpreting Prince of Persia: S<strong>and</strong>s<br />

of Time. Ed. Constance Steinkuehler. <strong>Games</strong> <strong>and</strong> Culture. Vol. 3, Number<br />

3-4.<br />

Eskelinen, M. (2001). The gaming situation. Game Studies, 1(1).<br />

IGN. Prince of Persia: The S<strong>and</strong>s of Time Screenshots, Wallpapers <strong>and</strong><br />

Pics.<br />

http://media.xbox.ign.com/media/535/535907/imgs_1.html<br />

GameLab Institute of Play. http://instituteofplay.org/.<br />

GamersHell.com. Prince of Persia S<strong>and</strong>s of Time Screenshots. http://www.gamershell.com/pc/prince_of_persia_s<strong>and</strong>s_of_time/<br />

screenshots.html.<br />

<strong>Games</strong> <strong>and</strong> Storytelling. http://www.games<strong>and</strong>storytelling.net/.<br />

<strong>Games</strong>, Learning & Society 3.0. http://www.glsconference.org/.<br />

GameSpot. Prince of Persia: The S<strong>and</strong>s of Time Screens.<br />

http://www.gamespot.com/ps2/action/princeofpersiathesot/images.html<br />

GameSpy. Prince of Persia: The S<strong>and</strong>s of Time Screenshots, Wallpapers<br />

<strong>and</strong> Pics.<br />

http://media.xbox.gamespy.com/media/535/535907/imgs_1.html<br />

Game Studies. http://www.gamestudies.org/.<br />

Gee, J.P. (2004). Learning by design: <strong>Games</strong> as learning machines.<br />

Paper presented at the Game Developers Conference, San Jose CA.<br />

Available at: http://labweb.education.wisc.edu/room130/PDFs/<br />

GeeGameDevConf.doc.<br />

Juul, J. (2005). Half-Real: <strong>Video</strong> <strong>Games</strong> Between Real Rules <strong>and</strong> Fictional<br />

Worlds.<br />

Cambridge, MA: MIT Press.<br />

Manovich, L. (2001). The Language of New Media. Cambridge MA:<br />

The MIT Press.<br />

Mateas, M. (2005). Procedural literacy: Educating the new media practitioner.”<br />

On The Horizon, 13(2).<br />

Moby<strong>Games</strong>. Prince of Persia: The S<strong>and</strong>s of Time – Screenshots.<br />

http://www.mobygames.com/game/prince-of-persia-the-s<strong>and</strong>s-oftime/screenshots<br />

Media in Transition 4. http://web.mit.edu/comm-forum/mit4/.<br />

Montfort, N. (2005, March 16). Story <strong>and</strong> game. Available at: http://gr<strong>and</strong>textauto.gatech.edu/2005/03/16/story-<strong>and</strong>-game/<br />

Ryan, M.-L. (2001). Narrative as virtual reality. Baltimore: Johns Hopkins<br />

UP.<br />

Singer, B. (1995). The Usual Suspects. Polygram Filmed Entertainment.<br />

46

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!