Literature and references
This is not at all a complete list of all publications that are related to games research, but it helps me keep track of what I’ve referenced in the past….
If you by any chance have recommendations on articles, books or publications that are related to Multi Agent Systems Research, Game studies please leave a comment.
Articles, references and notes:
- Anderson, J. R. A Spreading Activation Theory of Memory. Journal of Verbal Learning and Verbal Behaviour, 22. 1983
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Asch, S. E. (1956), Studies of independence and conformity: I. A minority of one against a unanimous majority. Psychological Monographs, 70, 1-70.
- Bailey, C., & Katchabaw, M. (2005). An experimental testbed to enable auto-dynamic difficulty in modern video games, Proceedings of GameOn’NA 2005 Conference, Montreal, Canada.
- Barwood, H. Falstein, N. (2006) The 400 Project Rule list. Online: http://www.theinspiracy.com/Current%20Rules%20Master%20List.htm Last accessed: 20120228
- Bateson, M.; Nettle, D. & Roberts, G. (2006), Cues of being watched Enhanced cooperation in a real-world setting. Biology Letters, 2, 412-414.
- Bennerstedt, Ulrika & Ivarsson, Jonas (2010) Knowing the Way. Managing Epistemic Topologies in Virtual Game Worlds. Computer Supported Cooperative Work 19:201–230
- Berg, B.L. (2009) Qualitative Research Methods for the Social Sciences Seventh Edition, Pearson Education: Boston
- Berger P. L. & Luckman, T. (1991) The Social Construction of Reality: A threatise in the sociology of knowledge. Penguin Books Ltd., United Kingdom.
- Bergmark, Karin H & Bergmark, Anders (2009) “The diffusion of addiction to the field of MMORPGs.”Nordisk Alkohol- och Narkotikatidskrift, 26(4): 415-426
- Bernhard, H.; Fischbacher, U. & Fehr, E. (2006), Parochial altruism in humans. Nature, 442, 912-915.
- Björk, S., Lundgren, S., and Holopainen, J (2003). Game Design Patterns. In Proceedings of Level Up.
- Blumer, H. (1970) Methodological Principles of Empirical Science. In Denzin ed. (1972)Sociological Methods. A sourcebook. Chicago: Aldine
- Bojin, N. (2008) Language Games/Game Languages: Examining Game Design Epistemologies Through a ‘Wittgensteinian’ Lens. Eludamos. Journal for Computer Game Culture. 2008, 2(1): 55-71
- Bowles, S. & Gintis, H. A (2013), A Cooperative Species: Human Reciprocity and Its Evolution. Princeton: Princeton University Press. (Chap. 1, 2, 3)
- Buchanan, M. (2007), The Social Atom: Why the Rich Get Richer, Cheaters Get Caught, and Your Neighbor Usually Looks Like You. New York: Bloomsbury. (242 pp.)
- Broersen, J. Dastani, M. Hulstijn, J. Van der Torre, L. Goal Generation in the BOID Architecture. Hermes Science publications. 2000.
- Broersen, J. Dastani, M. Hulstijn, J. Huang, Z. Van der Torre, L. The Boid Architecture. Conflicts Between beliefs, Obligations, Intentions and Desires. AGENTS’01, Montréal, Quebec, Canada. 2001
- Bryman, A. (1995) Quantity and Quality in Social Research. London: Routledge.
- Campbell, R,H. Grimshaw, M, N. Green, G, M. Relational Agents: A Critical Review. The Open Virtual Reality Journal, 2009, 1, 1-7 1
- Carley, K. M. and Newell, A. The nature of the social agent. Journal of Mathematical Sociology, 19 (4): 221—262, 1994.
- Cattell, R. B. The Description of Personality: Principles and Findings in a Factor Analysis.The American Journal of Psychology, 58(1), 69-90. 1945 Retrieved from http://www.jstor.org/stable/1417576.
- Centola, D.; Willer, R. & Macy, M. (2005), The Emperor’s Dilemma: A Computational Model of Self- Enforcing Norms. American Journal of Sociology, 110, 1009-1040.
- Chen, V. H-H, Duh, H. B-L & Ng, C. W. “Players Who Play to Make Others Cry: The Influence of Anonymity and Immersion.” In; Proceedings of the International Conference on Advances in Computer Entertainment Technology, ACM International Conference Proceeding Series; Vol. 422, pp. 341-344, 2009.
- Chen, M. 2008. Communication, Coordination, and Camaraderie in World of Warcraft.Games and Culture. 4(1 ), pp. 47-73
- Cheung, H. (2006-07-18) Blizzard tests new World of Warcraft cross-realm battlegrounds. Accessed, 2010-04-28http://www.tgdaily.com/games-and-entertainment-features/27605-blizzard-tests-new-world-of-warcraft-cross-realm-battleground
- Cole, H. & Griffiths, M.D. (2007) Social Interactions in Massively Multiplayer Online Role-Playing Gamers. CyberPsychology & Behavior. 10(4): 575-583
- Coleman, J. S. (1990), Foundations of Social Theory. Harvard: Harvard University Press. (Chap. 1: 23 pp.)
- Costykian, G (2002) ‘I Have No Words & I Must Design: Toward a Critical Vocabulary for Games’. In: Frans Mäyrä (ed), CGDC Conference Proceedings. Studies in Information Sciences. Tampere: Tampere University Press, pp. 9–33. Online: http://www.digra.org/dl/db/05164.51146.pdf
- Creswell, J.W. (2007) Qualitative inquiry & research design: choosing among five approaches. Sage Publications: London
- Curtis, P. “Mudding: Social Phenomena in Text-Based Virtual Realities”. In; Sara Kiesler (ed.) Culture of the Internet . Mahwah, NJ. Lawrence Erlbaum, pp. 121-142, 1992.
- Ducheneaut, N. & Moore, R.J (2004), The Social Side of Gaming: A Study of Interaction Patterns in a Massive Muliplayer Online Game. CSCW, Chicago.
- Ducheneaut, N., Yee, N., Nickell, E. & Moore, R.J. (2006) “Alone Together?” Exploring the Social Dynamics of Massively Multiplayer Online Games”. CHI 2006 ProceedingsGames and Performances April 22-27, 2006. Montréal, Québec, Canada
- Ducheneaut, Nicolas, Moore, Robert J. and Nickell Eric (2007) ” Virtual “Third Places”: A Case Study of Sociability in Massively Multiplayer Games.” Computer Supported Cooperative Work (CSCW). 16(1-2): 129-166
- Dumitrica, D. D. (2011), ‘An exploration of cheating in a virtual gamin world’, Journal of Gaming and Virtual Worlds 3:1, pp. 21-36, doi 10.1386/jgvw.3.1.21_1
- Durkin, K. and Barber, B. (2002) Not So Doomed: Computer Game Play and Positive Adolescent Development. Journal of Applied Developmental Psychology, 23(4): 373–92
- Van Eck, R. Digital Game-Based Learning: It’s Not Just the Digital Natives Who Are Restless….EDUCAUSE Review, vol. 41, no. 2. 2006
- Eklund, L., Johansson, M. Social Play? A study of social interaction in temporary group formation (PUG) in World of Warcraft. Proceedings of Nordic DiGRA 2010.
- Eladhari, M. P. (2010, September). Characterising Action Potential in Virtual Game Worlds applied with the Mind Module. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-368.E.S.A. (2010) 2010 SALES, DEMOGRAPHIC AND USAGE DATA. ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY. The Entertainment Software Association, www.theesa.com
- Ermi, L. Mäyrä, F. (2007) Fundamental Components of the Gameplay Experience. In Worlds in Play: Interntional Perspectives on Digital Games Research. Castell, S and Jenson, J (Ed). Peter Lang Publishing.
- Finndahl, O. (2010) Svenskarna och Internet. (The Swedes and the Internet) World Internet Institute and .SE: Stockholm
- Foo, C. Y. & Koivisto, E. Defining Grief Play in MMORPGs: Player and Developer Perceptions. In; Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology, The Australasian Computing Education Conference; Vol. 74, pp. 245 – 250, 2004.
- Goffman, E. (1961) Encounters : two studies in the sociology of interaction. Indianapolis, Ind.
- Goffman, E. (1971) Interaction Rituals -Essays on face to face behavior. New York: Doubleday anchor
- Gibbs, J.P. (1965) Norms: The Problem of Definition and Classification. In American Journal of Sociology 70, 586 – 594.
- Granovetter, M. 1973. The strength of weak ties. American Journal of Sociology78 (6), pp. 1360-1380
- Griffiths, M.D., Davies, M.N.O. & Chappell, D., (2003) Breaking the Stereotype: The Case of Online Gamin. CyberPsychology & Behavior.6(1): 81-91.
- Griffiths, M.D., Davies, M.N.O. and Chappell, M. (2004) Online computer gaming: a comparison of adolescent and adult gamers. Journal of Adolescence, 27: 87–96
- Henrich, J. & Boyd, R. (1998), The Evolution of Conformist Transmission and the Emergence of Between-Group Differences. Evolution and Human Behavior, 19, 215-241.
- Herrmann, B.; Thöni, C. & Gächter, S. (2008), Antisocial Punishment Across Societies. Science, 319, 1362-1367.
- Jacobsson, M. and Taylor, T.L., 2003. The Sopranos meets Everquest – Social networking in massively multiplayer online games. Melbourne DAC.
- Jager, W. (2000) Modelling consumer behaviour, Ph.D. thesis, Universal Press, Veenendaal.
- Janssen, M.A., and Jager, W. (2010) An integrated approach to simulating behavioural processes: A case study of the lock-in of consumption patterns, In Journal of Artificial Societies and Social Simulation, 2 (2). Online at http://www.soc.surrey.ac.uk/JASSS/2/2/2.html. Last checked March 30, 2010.
- Janssen, M.A. and Jager, W., 2000. An integrated approach to simulating behavioural processes: A case study of the lock-in of consumption patterns, Journal of Artificial Societies and Social Simulation, 2 (2).Online at http://www.soc.surrey.ac.uk/JASSS/2/2/2.html. Last checked March 30, 2010.
- Jenkins, R.1996. Social identity. Routledge, London.
- Johansson, M., Verhagen, H. Modelling the social fabric for normative NPCs in MMOGs. The Society for the Study of Artificial Intelligence and the Simulation of Behaviour (p. 79-84). 2010.
- Jonsson, Fatima (2010) ”A public place of their own. A Fieldstudy of a Game Café as a Third Place.” Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and PlayersStockholm: University of Stockholm, January, 2010 (Accessed: 2011-05-06)http://www.digra.org/dl/display_html?chid=http://www.digra.org/dl/db/10343.02436.pdf
- Juul, J. “The Game, the Player, the World: Looking for a Heart of Gameness”. In Level Up: Digital Games Research Conference Proceedings, edited by Marinka Copier and Joost Raessens, 30-45. Utrecht: Utrecht University. 2003.
- Järvinen, A. (2009) Games without Frontiers Theories and Methods for Game Studies and Design. Doctoral dissertation study for Media Culture University of Tampere, Finland
- Kolo, C. & Bauer, T. (2004) Living a Virtual Life: Social Dynamics of Online Gaming.Game Studies, 4(1)
- Koster, R. (n.d.) On Socialization and Convenience. Accessed, 2010-07-12http://www.raphkoster.com/gaming/socialization.shtml
- Lankoski, P. Johansson, A. Karlsson, B. Björk, S. Dell’Acqua, P. AI DESIGN FOR BELIEVABLE CHARACTERS via Gameplay Design Patterns. In: Business, Technological, and Social Dimensions of Computer Games Edited By: Maria Cruz-Cunha (Ed.) Vitor Hugo Varvalho (Ed.) Paula Tavares (Ed.). IGI. 2011
- Lidén. L (2002) ‘AI Game Programming Wisdom’, in Rabin, S (ed). Charles River Media.
- Lin, H. & Sun, C-T 2005. “The “White-eyed” Player Culture: Grief Play and Construction of Deviance in MMOPRGs”. Proceedings of DiGRA 2005 Conference, 2005.
- Linderoth, J. (ed.) (2007) Datorspelandets Dynamik. Lekar och roller i en digital kultur(The Dynamics of Playing Computer Games. Play and roles in a digital culture) Studentlitteratur: Lund
- Linderoth, Jonas and Bennerstedt, Ulrika (2007) Living in World of Warcraft – the thoughts and experiences of ten young people. Stockholm: The Swedish Media Council.
- Malone, Krista-Lee (2009) Dragon Kill Points. The Economics of Power Gamers. Games and Culture, 4 (3): 296-316
- Marwell, G. & Ames, R. E. (1979), Experiments on the Provision of Public Goods. I: Resources, Interest, Group Size and the Free-Rider Problem. American Journal of Sociology, 84, 1335-1360.
- Marwell, G. & Ames, R. E. (1980), Experiments on the Provision of Public Goods. II: Provision Points, Stakes, Experience, and the Free-Rider Problem. American Journal of Sociology, 85, 926-937.
- Montola, M. “The Invisible Rules of Role-Playing. The Social Framework of Role-Playing Process” International Journal of Roleplaying, Issue 1, 2009. Available online via http://marinkacopier.nl/ijrp/wp-content/uploads/2009/01/montola_the_invisible_rules_of_role_playing.pdf. Last checked 2010-06-28.
- Nacke, L. Stellmach, S. Lindley, C. (2010). Electroencephalographic Assessment of Player Experience: A Pilot Study in Affective Ludology. In Simulation Gaming OnlineFirst. Sage
- Neumann, M. A Classification of Normative Architectures. In: Chen, S.-H., Cioffi-Revilla, C., Gilbert, N., Kita, H., Teramo, T., Takasam, K., and Deffuant, G. (eds.), Simulating Interacting Agents and Social Phenomena. Springer, 2010.
- Nielsen, J. (1994). Heuristic evaluation. Usability inspection methods Vol 24, p. 423.
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- Norman, D. (2002). The Design of everyday things. MIT Press.
- Papastergiou, M. (2009) Exploring the potential of computer and video games for health and physical education: A literature review. Computers & Education issue 53.
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- Poremba, C. Critical Potential on the brink of the magic circle. Proceedings of Digra 2007.
- Posner, E. A. (2000) Law and social norms. Harvard: Harvard University Press.
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- Prensky, M. Digital Natives, Digital Immigrants. From On the Horizon (MCB University Press, Vol. 9 No. 5, October 2001Jager, W., 2000. Modelling consumer behaviour, Ph.D. thesis, Universal Press, Veenendaal.
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Salganik, M. J.; Sheridan Dodds, P. & Watts, D. J. (2006), Experimental Study of Inequality and Unpredictability in an Artificial Cultural Market. Science, 311, 854-856.
- Savarimuthu, B. T. R. and Cranefield, S. A categorization of simulation works on norms. In: Dagstuhl Seminar Proceedings 09121: Normative Multi-Agent Systems, 15-20 March, Leibniz, Germany, pp. 39-58, 2009.
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Books
- Adams, E. Fundamentals of Game Design. Second Edition. New Riders. 2010
- Agar, M. (1996) The Professional Stranger. Academic press.
- Ariely, D. (2008), Predictably Irrational: The Hidden Forces That Shape Our Decisions. New York: Harper-Collins. (368 pp.)
- Avedon, E. M., and Sutton-Smith, B. (1979), The Study of Games. Huntington, NY. Krieger Pub Co.
- Balkin, M. Noveck, S. The State of Play. New York University Press, 2006.
- Baron, R.A., Byrne,.D., and Branscombe, N.R. (2006) Social Psychology. Pearson Education.
- Bartle, R. Designing virtual worlds. New Riders, 2003.
- Berg, B, L. (2004) Qualitative Research Methods. Pearson Education.
- Boellstorff, T. (2008) Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. Princeton University press.
- Boellstorff, T.Nardi, B, A. Pearce, C. Taylor. T L. (2012) Ethnography and virtual worlds, a handbook of Method. Princeton University Press
- Bogost, I. Persuasive Games- The expressive power of videogames. The MIT Press Cambridge Massachusetts. 2007
- Calleja, G. (2011) In-Game: From Immersion to Incorporation. The MIT Press.
- Callois, R. Man, Play and Games. University of Illinois Press. 2001.
- Castronova E., 2006. Synthetic worlds: the business and culture of online games. University of Chicago Press.
- Csikszentmihalyi, M. 1990. Flow: The Psychology of Optimal Experience. Harper Perennial, New York.
- Consalvo, M. Cheating ‐ gaining advantage in videogames. MIT Press, 2007.
- Flanagan, M. Critical Play, Radical game design. The MIT Press Cambridge Massachusetts. 2009
- Gee, J.P. What video games have to teach about learning and literacy. Palgrave Macmillan. 2007
- Harrigan, P. Wardrip.Fruin, N. First Person. MIT Press, 2007.
- Harrigan, P. Wardrip.Fruin, N. Third Person. MIT Press, 2009.
- Huizinga, J. Homo Ludens. Beacon Press 1971.
- Juul, J. A Casual Revolution. The MIT Press Cambridge Massachusetts. 2010
- Juul, J. Half-real.The MIT Press Cambridge Massachusetts. 2005
- Kelty, C. (2008). Two Bits: The Cultural Significance of Free Software. Experimental futures.
- Kerr, A. The Business and Culture of Digital Games. SAGE Publications Ltd. 2006
- Koster, R. (2005). A theory of fun for game design. Paraglyph Press.
- McGonigal, J. Reality is broken- why better games make us better and how they can change the world. Jonathan Cape. 2011
- Meadows, M, S. (2007) I, Avatar: The Culture and Consequences of Having a Second Life. New Riders.
- Montola, M. Stenros, J. Waern, A. Pervasive games – Theory and Design. Morgan Kaufmann Publishers. 2009
- Posner, Eric. A. (2000) Law and social norms. Harvard University Press.
- Ritterfeld, U., Cody, M., and Vorderer, P. (2009) Serious Games – Mechanisms and effects. Routledge.
- Rollings, A., and Adams, E. (2003) On game Design. New Riders.
- Salen, K. Zimmerman, E. Rules of Play ‐ Game Design Fundamentals. MIT Press, 2004.
- Salen, K. Zimmerman, E. The Game Design Reader. MIT Press, 2006.
- Sicart, M. The Ethics of Computer Games. MIT Press, 2009.
- Suits, B. (2005), The Grasshopper. Broadview Press Ltd.
- Svedberg, L. (2003), Gruppsykologi om grupper, organisationer och ledarskap. Studentlitteratur (in Swedish).
- Tavinor, G. (2009) The art of VideoGames. Wiley-Blackwell.
- Taylor, T. L. Play between worlds – Exploring online game culture. The MIT Press Cambridge Massachusetts. 2006
- Uimonen, P (2012) Digital drama : teaching and learning art and media in Tanzania. Routledge.
- Waggoner, Z. My Avatar, My Self. McFarland & Company, Inc., Publishers. 2009