Wednesday 30 September 2015

Bibliography


(20150 Seriously, what is Post-Internet Art? Elephant

(2015) Revive, Neural

(2016) Robert Gagno is the new pinball World champion. Pinball Magazine. Available from: http://www.pinball-magazine.com/?wpdmpro=wpdmpro&download=robert-gagno-is-the-new-pinball-world-champion

Armitage, T. (2014) A Lamppost is A Thing Too. Available from: http://solidcon.com/solid2014/public/schedule/detail/33291   [Accessed 29 April 2014].

Benford, S., Magerkurth, C. and Ljungstrand, P. (2005) Bridging the physical and digital in pervasive gaming. Communications of the ACM. 48 (3), pp.54-57. Available from: http://www.pervasive-gaming.org/Publications/ACM-Bridging-the-Physical-and-Digital-in-Pervasive-Gaming.pdf [Accessed 29 March 2014].
Berry, D., Dartel, M., Dieter, M., Kasprzak, M., Muller, N., O'Reilly, R. and Luis de Vicente, J. (2012) New Aesthetic, New Anxieties. Rotterdam: V2_ Institute for the Unstable Media. Available from: http://v2.nl/publishing/new-aesthetic-new-anxieties [Accessed 3 March 2013].
Bridle, J. (2014) The New Aesthetic. Available from: http://new-aesthetic.tumblr.com/ [Accessed 1 April 2013].
Bridle, J. (2013) Surveillance Spaulder. Available from: http://booktwo.org/notebook/surveillance-spaulder/      [Accessed 29 April 2014].
Bridle, J. (2012) #sxaesthetic: Report from Austin, Texas, on the New Aesthetic Panel at SXSW. Available from: http://booktwo.org/notebook/sxaesthetic/[Accessed 1 April 2014].
Colson, R. (2007) The Fundamentals of Digital Art. Lausanne: AVA Academia.
Davies, H. (2007) Place as media in pervasive games. Proceedings of the 4th Australasian Conference on Interactive Entertainment, p.1-4, Melbourne, Australia Available from: http://dl.acm.org/citation.cfm?id=1367963 [Accessed 23 March 2014].
Drachen, A., Nacke, L.E., Yannakakis, G. and Pedersen, A.L. (2010) Correlation between heart rate, electrodermal activity and player experience in first-person shooter games. Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games, Los Angeles, California. Available from: http://hci.usask.ca/publications/view.php?id=176 [Accessed 19 March 2014].
Feireiss, L., Klanten, R. and Ehmann, S. (2011) A Touch of Code: Interactive Installations and Experiences. Berlin: Gestalten Verlag.
Giannachi, G., Rowland, D., Benford, S., Foster, J., Adams, M. and Chamberlain, A. (2008) Blast Theory's Rider Spoke, Its Documentation and the Making of Its Replay Archive. Contemporary Theatre Review. 20 (3), pp.219-257. Available from: http://www.tandfonline.com/doi/abs/10.1080/10486801.2010.489047#.U2EstMdO1NU [Accessed 14 March 2014].
Haun, D. (2016) Presenting for Geeks [online]. Kindle ed. : Lean Publishing [Acessed 15 April]

Hjelm, S., (2003) The Making of Brainball [online]. Report number: CID- 235.Stockholm, Sweden: CID, Centre for User Oriented IT Design. Available from: http://cid.nada.kth.se/pdf/CID-235.pdf [Accessed 27 April 2014].
Huizinga, J. (1955) Homo Ludens: A Study of the Play Element in Culture. Boston: Beacon Press.
Kotsia, I. , Zafeiriou, S. , Fotopoulos, S. (2012) Affective Gaming: Beyond using Sensors. Rome, 2-4 May 2012. Proceedings of the 5th International Symposium on Communications, Control and Signal Processing, ISCCSP 2012, Rome, Italy, 2-4 May 2012. Available from: http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=6217768 [Accessed 26 April 2014].
Kotsia, I. , Zafeiriou, S. , Fotopoulos, S. (2013) Affective Gaming: A Comprehensive Survey. Proceedings of 2013 IEEE Conference on Computer Vision and Pattern Recognition Workshops, Portland, OR, 23-28 June 2013. Available from: http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=6595944 [Accessed 26 April 2014].
Kunzru, H., Newell, L.B. and Salazar, L. (2013) Memory Palace. London: V&A Publishing.
Li, K. , Counts, S. (2007) Exploring Social Interactions and Attributes of Casual Multiplayer Mobile Gaming. Proceedings of the 4th international conference on mobile technology, applications, and systems and the 1st international symposium on Computer human interaction in mobile technology, September 10-12, 2007, Singapore. Available from: http://www.kevinli.net/momentus.pdf [Accessed 26 April 2014].
Magerkurth, C. , Engelke, T. , Memisoglu, M. (2004) Augmenting the Virtual Domain with Physical and Social Elements. Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology, p.163-172, June 03-05, 2005, Singapore. Available from: http://dl.acm.org/citation.cfm?doid=1067343.1067363  [Accessed 29 March 2014].
Magerkurth, C., Cheok, A., Mandryk, R. and Nilsen, T. (2005) Pervasive games: bringing computer entertainment back to the real world. Computers in Entertainment (CIE). 3 (3), pp.1-19. Available from: http://vislab.cs.vt.edu/~quek/classes/aware%2Bembodiedinteraction/papers/magcmnl05.pdf [Accessed 19 April 2014].
McGonigal, J. (2003) 'This Is Not a Game': Immersive Aesthetics and Collective Play. MelbourneDAC, the 5th International Digital Arts and Culture Conference. Available from: http://www.seanstewart.org/beast/mcgonigal/notagame/paper.pdf [Accessed 26 April 2014].
Montola, M. (2007) Tangible Pleasures of Pervasive Role-Playing. Situated Play, Proceedings of DiGRA 2007 Conference. Available from: http://www.digra.org/wp-content/uploads/digital-library/07312.38125.pdf [Accessed 23 April 2014].
Montola, M. (2005) Exploring the Edge of the Magic Circle:Defining Pervasive Games. Copenhagen; Digital Arts and Culture. Available from: http://remotedevice.net/main/cmap/exploringtheedge.pdf [Accessed 23 April 2014].
Montola, M., Stenros, J. and Wr̆n, A. (2009) Pervasive Games: Theory and Design [online]. Amsterdam; London: Elsevier/Morgan Kaufmann. [Accessed 13 March 2014].
Nieuwdorp, E. (2007) The pervasive discourse: an analysis. Computers in Entertainment (CIE). 5 (2); Available from: http://dl.acm.org/citation.cfm?id=1279553 [Accessed 20 April 2014].
Olivri, T. (2014) Geek Art, Chronicle Books
Reas, C., McWilliams, C. and LUST (2010) Form+code in Design, Art, and Architecture. New York: Princeton Architectural.
Richardson, M (2014) Getting Started with Raspberry Pi: Electronic Projects with Python, Scratch, and Linux, Maker Media

Rogers, S (2014) Level Up! The Guide to Great Video Game Design, Wiley

Salen, K. and Zimmerman, E. (2004) Rules of Play: Game Design Fundamentals. London: MIT Press.
Sharp, J. (2015) Works of Game, MIT Press

TEDxTalks. (2012) Noisy Jelly: Marianne Cauvard & Raphael Pluvinage at TEDxHanzeUniversity, [online]. HanzeUniversity (Groningen, NL): Available from: http://tedxtalks.ted.com/video/Noisy-Jelly-Marianne-Cauvard-Ra/ [Accessed 20 Mar 2014].
Temple, K. (1991) Pinball Art. London: H.C. Blossom.
Diver, M. (2016) Vice Gaming Podcast. Episode 5 - It's an Indie Games Special [podcast]. 15 April Available from: https://soundcloud.com/user-216688353/vice-gaming-podcast-episode-5 [Accessed 15 April 2016]

This Flipping Podcast - various episodes 2015 - 2016 [podcast]

Play Dead  - various episodes  2016 [podcast]

BBC Click - various episodes 2015-2016  [podcast]

Wizard Mode Filme http://www.wizardmodefilm.com/

No comments:

Post a Comment