Biblio

2009
Tyler, Tom (2009).  The Test of Time: McLuhan, Space, and the Rise of Civilization. (Dobrin S., Morey S., Ed.).Ecosee: Image, Rhetoric, and Nature. 257-77. Abstract
Sisler, Vit (2009).  Video Games, Video Clips, and Islam: New Media and the Communication of Values. Muslim Societies in the Age of Mass Consumption. 231–258. Abstract
Juul, Jesper (2009).  Fear of Failing? The Many Meanings of Difficulty in Games. (Perron B., World M.J P., Ed.).The Video Game Theory Reader 2. 237-252. Abstract
2008
2007
Brom, Cyril, Vit Sisler, & Tomas Holan (2007).  Story Manager in ‘Europe 2045‘ Uses Petri Nets. Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. 38-50. Abstract
Crawford, Garry, & Jason Rutter (2007).  Playing the Game: performance in digital game audiences. (Gray J, SandvossC., HarringtonC L., Ed.).Fandom: Identities and Communities in a Mediated World. 271-281.
Veugen, Connie, & Maria Lange de (2007).  Learning can't be fun, can it.. (K. Siebenhandl W.M., ZauchnerS., Ed.).Gender in E-learning and Educational Games. 239-260. Abstract
Whalen, Zach (2007).  Film Music vs. Video-Game Music: The Case of Silent Hill. (Sexton J., Ed.).Music, Sound and Multimedia. 68 - 84.
2006
Sykes, Jonathan (2006).  A Player-centred Approach to Digital Game Design. (Rutter J., Bryce J., Ed.).Understanding Digital Games. 75-92.
Williams, Dmitri (2006).  A (Brief) Social History of Gaming. (Vorderer P., Bryant J., Ed.).Video Games: Motivations and Consequences of Use.
You, F., I. Palmer, W. Godfrey, & Z. B. Zheng (2006).  Creating emotions by characters design for computer games. Technologies for E-Learning and Digital Entertainment, Proceedings. 3942, 638-647. Abstract
Bopp, Matthias (2006).  Didactic Analysis of Digital Games and Game-Based Learning. (Pivec M., Ed.).Affective and Emotional Aspects of Human-computer Interaction: Game-based and Innovative Learning Approaches: The Future of Learning. 1, 8-37.
Parker, Preston P. (2006).  Learning when Using Commercial Computer Games as Simulations: A Case Study Using a Simulation Game. (Pivec M., Ed.).Affective and Emotional Aspects of Human-computer Interaction: Game-based and Innovative Learning Approaches: The Future of Learning. 1, 113-135.
Crawford, Garry, & Jason Rutter (2006).  Cultural Studies and Digital Games. (Rutter J., Bryce J., Ed.).Understanding Digital Games. 148-165.
Dumbleton, Tim, & John Kirriemuir (2006).  Digital Games in Education. (Rutter J., Bryce J., Ed.).Understanding Digital Games. 223-240.
Hand, Martin, & Karenza Moore (2006).  Community, Identity and Digital Games. (Rutter J., Bryce J., Ed.).Understanding Digital Games. 166-182.
Kücklich, Julian (2006).  Literary Theory and Digital Games. (Rutter J., Bryce J., Ed.).Understanding Digital Games.