Dissertation Works Cited

Next month I will be defending my dissertation. This means I have to send it off to my committee this week. So since I had to get my chapters all together and formatted, I thought I would go ahead and share my works cited in case anyone is interested:

 

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Albertson, Tim, and Stuart Selwood. 1998. “Rows, Isles or Peninsulas? An Analysis of Computer Laboratory Layouts in Schools.” New Zealand Journal of Applied Computing and Information Technology 2 (1): 82–89.

Auslander, Philip. 2008. Liveness: Performance in a Mediatized Culture. 2nd ed. London ; New York: Routledge.

———. 2012. “Digital Liveness: A Historico-Philosophical Perspective.” PAJ: A Journal of Performance and Art 34 (3) (August 27): 3–11. doi:10.1162/PAJJ_a_00106.

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Bauman, Richard. 1975. “Verbal Art as Performance.” American Anthropologist 77 (2): 290–311.

Boellstorff, Tom. 2008. Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. Princeton Univ Pr.

Bonilla-Silva, Eduardo. 2001. White Supremacy and Racism in the Post-Civil Rights Era. Boulder: Lynne Rienner Pub.

———. 2002. “The Linguistics of Color Blind Racism: How to Talk Nasty About Blacks Without Sounding ‘Racist’.” Critical Sociology 28 (1-2) (January 1): 41 –64. doi:10.1177/08969205020280010501.

Bourdon, Jérôme. 2000. “Live Television Is Still Alive: On Television as an Unfulfilled Promise.” Media, Culture & Society 22 (5) (September 1): 531–556. doi:10.1177/016344300022005001.

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Chan, Dean. 2010. “Dead-in-Iraq: The Spatial Politics of Digital Game Art Activism and the In-Game Protest.” In Joystick Soldiers: The Politics of Play in Military Video Games, edited by Nina Huntemann and Matthew Thomas Payne, 272–286. New York: Routledge.

Colley, Steve. 2006. “Steve Colley’s Story of the Original Maze.” DigiBarn Computer Museum. February 18. http://www.digibarn.com/history/04-VCF7-MazeWar/stories/colley.html.

Connell, R. W. 1987. Gender and Power: Society, the Person and Sexual Politics. Stanford University Press. http://www.amazon.ca/exec/obidos/redirect?tag=citeulike09-20&path=ASIN/0804714304.

———. 2005. Masculinities. Second. Berkeley: University of California Press. http://www.ucpress.edu/book.php?isbn=9780520246980.

Connell, R. W., and James W. Messerschmidt. 2005. “Hegemonic Masculinity: Rethinking the Concept.” Gender Society 19 (6): 829–859.

Conroy, David, Peta Wyeth, and Daniel Johnson. 2012. “Spotting the Difference: Identifying Player Opponent Preferences in FPS Games.” In Entertainment Computing – ICEC 2012, edited by Marc Herrlich, Rainer Malaka, and Maic Masuch, 7522:114–121. Lecture Notes in Computer Science. Springer Berlin Heidelberg. http://dx.doi.org/10.1007/978-3-642-33542-6_10.

Consalvo, Mia. 2007. Cheating: Gaining Advantage in Videogames. Cambridge, Mass.: MIT Press.

Crogan, Patrick, and Espen Aarseth. 2003. “Games, Simulation & Serious Fun: An Interview With Espen Aarseth.” SCAN | Journal of Media Arts Culture. May 16. http://scan.net.au/scan/journal/display.php?journal_id=20.

Curtis, Pavel. 1992. “Mudding: Social Phenomena in Text-Based Virtual Realities.” In Proceedings of Directions and Implications of Advanced Computing (DIAC’92) Symposium. California. http://w2.eff.org/Net_culture/MOO_MUD_IRC/curtis_mudding.article.

Daleske, John, and Gary Fritz. 2008. “How Empire Came to Be.” PLATO Empire — Timeline. http://www.daleske.com/plato/empire.php.

Dibbell, Julian. 1993. “A Rape in Cyberspace.” Village Voice. December 23. http://www.villagevoice.com/2005-10-18/specials/a-rape-in-cyberspace/.

Donovan, Tristan. 2010. Replay: the History of Video Games. East Sussex  England: Yellow Ant.

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Ducheneaut, Nicolas, Robert J. Moore, and Eric Nickell. 2007. “Virtual ‘third Places’: A Case Study of Sociability in Massively Multiplayer Games.” Computer Supported Cooperative Work: The Journal of Collaborative Computing 16 (1) (February): 129–166.

Dyer, Richard. 1997. White: Essays on Race and Culture. New York: Routledge.

Erard, Michael. 2004. “2 Decades Later; Let Down by Academia, Game Pioneer Changed Paths – New York Times.” New York Times. May 6. http://www.nytimes.com/2004/05/06/technology/2-decades-later-let-down-by-academia-game-pioneer-changed-paths.html.

Eskelinen, Markku. 2001. “The Gaming Situation.” Gamestudies.org. July. http://www.gamestudies.org/0101/eskelinen/.

Feagin, Joe R. 2006. Systemic Racism: A Theory of Oppression. New York: Routledge.

Feagin, Joe R. 2010. The White Racial Frame: Centuries of Racial Framing and Counter-Framing. New York: Routledge.

Folkestad, James, and James Banning. 2009. “Promoting Collaboration: The Physical Arrangement of Library Computers.” Library Hi Tech News 26 (1/2): 18–19. doi:10.1108/07419050910966490.

Frasca, Gonzalo. 1999. “Ludology Meets Narratology:  Similitude and Differences Between (Video)Games and Narrative.” Ludology.org. http://www.ludology.org/articles/ludology.htm.

———. 2001. “What Is Ludology? A Provisory Definition.” Ludology.org. July 8. http://www.ludology.org/2001/07/what-is-ludolog.html.

———. 2003. “What Is This Ludology Thing After All?” Ludology.org. April 2. http://replay.web.archive.org/20061014195516/http://ludology.org/article.php?story=200304021240471.

Gabbard, Ralph, Anthony Kaiser, and David Kaunelis. 2007. “Redesigning a Library Space for Collaborative Learning.” Computers in Libraries 27 (5) (May): 6–11.

Gajadhar, B. J., Y. A. W. de Kort, W. A. IJsselsteijn, and K. Poels. 2009. “Where Everybody Knows Your Game: The Appeal and Function of Game Cafés in Western Europe.” In Proceedings of the International Conference on Advances in Computer Enterntainment Technology, 28–35. Athens, Greece: ACM.

Gajadhar, Brian, Yvonne de Kort, and Wijnand IJsselsteijn. 2008. “Influence of Social Setting on Player Experience of Digital Games.” In CHI’08 Extended Abstracts on Human Factors in Computing Systems, 3099–3104. ACM.

Gajadhar, Brian J., Yvonne AW de Kort, and Wijnand A. Ijsselsteijn. 2008. “Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting.” In Fun and Games, 106–117. Springer.

Gettler, Joe. 2008. “The First Video Game?: Before ‘Pong,’ There Was ‘Tennis For Two’.” September 18. http://www.bnl.gov/bnlweb/history/higinbotham.asp.

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———. 1990. The Presentation of Self in Everyday Life. New York [N.Y.]: Doubleday.

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Good, Owen. 2011. “Well, That’s One Way to Combat Misogyny in Gaming.” Kotaku. July 23. http://kotaku.com/5824084/well-thats-one-way-to-combat-misogyny-in-gaming.

Griffiths, Mark D., Mark NO Davies, and Darren Chappell. 2004. “Online Computer Gaming: A Comparison of Adolescent and Adult Gamers.” Journal of Adolescence 27 (1): 87–96.

Guadagno, Rosanna E., Jim Blascovich, Jeremy N. Bailenson, and Cade Mccall. 2007. “Virtual Humans and Persuasion: The Effects of Agency and Behavioral Realism.” Media Psychology 10 (1): 1–22.

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Jennings, James. 2008. “Tokenism.” In Encyclopedia of Race and Ethnic Studies, edited by Ernest Cashmore, 421–422. London; New York: Routledge.

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Jonsson, Fatima. 2010. “A Public Place of Their Own. A Fieldstudy of a Game Café as a Third Place.” In Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players. Stockholm. http://www.digra.org:8080/Plone/dl/display_html?chid=10343.02436.pdf.

Jonsson, Fatima, and Harko Verhagen. 2011a. “Senses Working Overtime: On Sensuous Experiences and Public Computer Game Play.” In Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 56. ACM.

———. 2011b. “Sensing Game Play. Exploring Computer Game Play in a Game Café and a Mass Lan Party.” In Computer Games (CGAMES), 2011 16th International Conference On, 134–141. IEEE.

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2 Comments Showing 50 most recent
  1. noobsa44

    I would love to see your dissertation, as you cite my Netlink FAQ. I think this is the first time I have been cited! 🙂

  2. Simon Dor

    Just discovered your blog via Gamesnetwork. I will have to keep updated on your work since there is probably a lot of links with mine. Glad to have found your thesis online, I will look at this more deeply!

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