IT-højskolen /Kurser F2003 /Computerspil

 

Hjemmeside for kurset Computerspil, F2003

 

 

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Kan købes på IT-C.

Bateson, Gregory (1972). Steps to an Ecology of Mind. Chicage: University of Chicago Press. 177-194.

Bruner, Jerome (1990). Acts of Meaning. Cambridge: Harvard University Press. 67-99.

Carson, Don (2000). Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry". Gamasutra

Crawford, Chris (1982). The Art of Computer Game Design. Chapter 1-2.

Costickyan, Greg (2002). I Have No Words & I Must Design: Toward a Critical Vocabulary for Games. I: Mäyra, Frans (2002). CGDC Conference Proceedings. Tampere: Tampere University Press. 9-33.

Egenfeldt-Nielsen, S. & Smith, Jonas H. (2000). Den digitale leg - om børn og computerspil. Hans Reitzels Forlag. 24-49.

Egenfeldt-Nielsen, Simon (2003). Online-spil: Start the game already. Under udgivelse.

Egenfeldt-Nielsen, Simon (2002). Art, science, and business of computer games - Why, how and when? Game-Research.

Goffman, Erving (1972). Fun in games. I: Goffman, Erving (1972). Encounters. London: The Penguien Press. 15-31.

Jessen, Carsten (2001). Børn, leg og computerspil. Odense Universitetsforlag. 115-131.

Juul, Jesper (2002). The Open and Closed: The games of Emergence and games of progression. I: Mäyra, Frans (2002). CGDC Conference Proceedings. Tampere: Tampere University Press. 323-331.

Murray, Janet (1999). Hamlet on the Holodeck. New York: The Free Press. 13-26, 185-213.

Statistics. Game-Research http://www.game-research.com/statistics.asp

Sutton-Smith, Brian The Ambiguity of Play. Cambridge: Harvard University Press. 1997. P.1-17, 35-51.

Wolf, J.P, Mark. (2001). The Medium of the Video Game. Texas University Press. 49-77.


 

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