Archive for October, 2011

References

October 4, 2011

References added, March 2013 

S. Chivers and N. Markotic, eds. (2010) The Problem Body: Projecting Disability on Film. Columbus: Ohio State University Press

 Mitchell, D.T and Snyder, S.L. Narrative Prosthesis. Disability and the Dependencies of Discourse. Ann Arbor: The University of Michigan Press

 Moser, I (2006) Disability and the promises of technology: Technology, subjectivity and embodiment within an order of the normal, in Information, Communication & Society 
Vol. 9, Iss. 3, 2006

 Smith, A. (2011) Hideous Progeny. Disability, Eugenics, and Classic Horror Cinema. New York: Columbia University Press

Towards a Project Bibliography / October 2011

Aarseth, E. (2003) ‘Playing Research: Methodological approaches to game analysis’ presented at Spilforskning Conference, August 2003, Spilforskning, Germany

Atkins, B. and Krzywinska, T (2007) Videogame, Player, Text. Manchester: Manchester University Press

Barthes, R. (1974). S/Z (R. Miller, Trans.). Oxford: Blackwell.

Barthes, R (1977 p 127) ‘The Struggle with the Angel; Textual analysis of Genesis 32: 22-32’ in Image Music Text (S. Heath, Trans.). London: Fontana Press PP 125-141

Barthes, R (1977) ‘Introduction to the Structural Analysis of Narrative’ in Image Music Text (S. Heath, Trans.). London: Fontana Press PP 79-124

Barthes, R. (1977). Textual Analysis of a Tale by Edgar Poe. Poe Studies, 10 (1), 1-12 (reprinted by the Poe Society of Baltimore)

Bennett, T. and Woollacott, J. (1987) Bond and Beyond: The Political Career of a Popular Hero. New York: Methuen, Inc.

Bierre, K., Chetwynd, J., Ellis, B., Hinn, M., Ludi., S. and T. Westin (2005) ‘Game not over: Accessibility issues in video games’ in Proceedings of the 3rd International Conference on Universal Access in Human Computer Interaction July 2005 Las Vegas, USA

Bryce, J., and Rutter, J. (2002)  ‘Killing Like a Girl: Gendered Gaming and Girl Gamers’ Visibility’. Proceedings of Computer Games and Digital Cultures Conference, June 2002. Frans Mäyrä (ed) Tampere: Tampere University Press, 2002. PP 243- 255

Carr, D. (2002) ‘Playing with Lara’ ScreenPlay: Cinema/Videogame Interfaces. T. Krzywinska, G. King (eds) London Wallflower Press/Columbia University Press

Carr, D. (2004) ‘Modelled Cities, Model Citizens; from overseer to occupant’ for Sim City: the Virtual City ed. Dr Matteo Bittanti, Milano: Edizioni Unicopli

Carr, D (2005) ‘The Rules of the Game, The Burden of Narrative: Enter the Matrix’, The Matrix Trilogy; Cyberpunk Reloaded, S Gillis (ed) London: Wallflower Press/Columbia University Press

Carr, D (2005) ‘Contexts, Gaming Pleasures and Gendered Preferences’, Simulation and Gaming Vol 36 No 4 December 2005

Carr, D. (2006) ‘Games and Narrative’ in Carr, D., Buckingham, D., Burn, A., Schott G. (2006) Computer Games: Text, Narrative and Play, Cambridge: Polity Press

Carr, D. (2006) ‘ Play and Pleasure’ in Carr, D., Buckingham, D., Burn, A., Schott G. (2006) Computer Games: Text, Narrative and Play, Cambridge: Polity Press

Carr, D., Buckingham, D., Burn, A., Schott G. (2006) Computer Games: Text, Narrative and Play, Cambridge: Polity Press

Carr, D (2007) ‘The Trouble with Civilization’ in Videogame/Text/Player/Play, T. Krzywinska and B.Atkins (eds) Manchester: Manchester University Press

Carr, D. (2007/2008) Meaning and the Playable Text. Doctoral Thesis, IOE, University of London. Examined 2007, awarded 2008.

Carr, D (2009) ‘Textual Analysis, Digital Games, Zombies’. Presented at DiGRA International Conference, London, September 2009

Carr, D (2010) ‘Constructing Disability in Online Worlds; Conceptualising Disability in Online Research’. London Review of Education March 2010

Carr, D. (2011 in press) ‘Interpretation, Conflict and Instruction in Online Multiplayer Games: Lessons from Warsong Gulch’ in Computer Games / Players / Game Cultures: A Handbook on the State and Perspectives of Digital Game Studies, J Fromme and A Unger. (eds) Publ: Springer

Corneliussen, H.J., and Rettberg, J.W. (2008) Digital Culture, Play and Identity: A World of Warcraft Reader. Cambridge, Mass.: MIT Press

Davis, L. J. (1995) Enforcing Normalcy: Disability, Deafness and the Body. London: Verso

Davis, L.J (2006) ‘Constructing Normalcy: The Bell Curve, the Novel, and the Invention of the Disabled Body in the Nineteenth Century’, in The Disability Studies Reader. L.J.Davis (ed). New York. Routledge pp 3-16

Darke, P.A. (2008) ‘The changing face of representations of disability in the media’ in Disabling Barriers – Enabling Environments. J Swain, S.French, C.Barnes, C.Thomas (eds). London: Sage pp 100-105

Eriksson and Gardenfors (2004) ‘Computer Games for Children with Visual Impairments’. Proceedings 5th Intl. Conference Disability, Virtual Reality and Assoc. Tech. Oxford, UK. 2004

Goggin, G and Newell, C. (2006) ‘Editorial Comment: Disability, identity and interdependence: ICTs and new social forms’. Information, Communication and Society Vol 9 No 3 June 2006 pp 309-311

Dovey, J. and Kennedy, H.W. (2006) Game Cultures: Computer Games as New Media. Maidenhead: Open University Press

Frasca, G. (2003). ‘Ludologists Love Stories Too: Notes from a debate that never took place’. In M. Copier & J. Raessens (Eds.), Level Up: Digital Games Research Conference (pp. 92-99). Utrecht: Universiteit Utrecht

Juul, J. (2001). ‘Games Telling Stories? A brief note on games and narratives’. Game Studies, 1(1).
Kennedy (see Dovey and Kennedy)

King, G., and Krzywinska T. (2002) ScreenPlay: Cinema/Videogame Interfaces. London Wallflower Press/Columbia University Press

King, G and Krzywinska, T (2009) – this should be 2006 – Tomb Raiders and Space Invaders. London: Tauris, 2006.

Krzywinska, T. (2002). ‘Hands-On Horror’. In T. Krzywinska & G. King (Eds.), ScreenPlay: Cinema/Videogame Interfaces. London: Wallflower.

Krzywinska, T. (2008) ‘Zombies in Gamespace: Form, Context, and Meaning in Zombie-Based Video Games’. In Zombie Culture: Autopsies of the Living Dead. S. McIntosh and M.Leverette (eds.) Plymouth UK. The Scarecrow Press PP 153-168

Linton, S. (1998) Claiming Disability. New York. New York University Press

Lane, H. (2006) Construction of Deafness, in The Disability Studies Reader. L.J.Davis (ed). New York. Routledge pp 79-92

Lauro, S.J and Embry, K. (2008) ‘A Zombie Manifesto: The Nonhuman Condition in the Era of Advanced Capitalism’. Boundary 2, 35:1 (2008) Spring pp 85-108

Moser, I. (2006) ‘Disability and the Promises of Technology’ Information, Communication and Society Vol 9 No 3 June 2006 pp 373-395

Salen, K., Zimmerman, E. (2004)  Rules of Play. Cambridge, Mass. MIT Press

Sobchack, V. (2004) Carnal Thoughts. Berkeley: University of California Press

Paffenroth, K. (2006) Gospel of the Living Dead: George Romero’s Visions of Hell on Earth. Waco, Texas: Baylor University Press

Verlager, A.(2006) Decloaking Disability: Images of Disability and Technology in Science Fiction Media. MA Thesis, MIT. Boston: Massachusetts Institute of Technology, 2006

Williams, L. (1984) ‘Film Bodies: Gender, Genre, and Excess’ in Film Theory and Criticism. L Braudy and M. Cohen (eds) Oxford: Oxford University Press pp 701-715

Yuan, B., Folmer, E., and Harris, F.C. (2011) ‘Game Accessibility: a Survey’ Universal Access in the Information Society, Volume 10, Number 1, pages 81-100, March 2011

Zagal, J.P., Mateas, M.,Fernandez-Vara,C., Hochhalter,B., Lichti,N. (2007)‘Towards an Ontological Language for Game Analysis’ in Worlds in Play. S.de Castell and J. Jenson (eds) New York: Peter Lang Press PP 21-36