Additional Resources/Research/Readings:




Find great research on Visual Arts Tracks, Audio Tracks, Game Design Tracks, Production Tracks Business & Legal Tracks, Programming Tracks
go to the Archives


Digital Games Research Association

What is DiGRA?
Digital Games Research Association (DiGRA) is a non-profit, international association of academics and practitioners whose work focuses on digital games and associated activities, currently under preparation. Focus technologies of the association include (but are not restricted to) existing types of computer and video games, online games, arcade games, games on handheld and mobile devices and games delivered through digital television or other forms of interactive technologies.

Goals and Functions

The association aims to encourage high-level digital games relevant research and to promote the dissemination of work by its members through research, development, commercial, practitioner and policy communities, networks and organisations. This it seeks to achieve with
· an annual conference (call for conference proposals forthcoming at
· an association website (forthcoming at
· a series of association publications on current digital games research.

DiGRA sees these as vital steps in encouraging dialogues between gaming relevant agencies and encouraging the quality of digital games knowledge, research and collaboration.



Shockwave games:

Game Programming, News, Directories, Jobs, Game Dictionary:




Joystick Nation by J. C. Herz
In a scant fifteen years, video- and computer games have become a multibillion-dollar global industry's a fixture in malls, laundromats, movie theaters, living rooms, and offices around the world's sucking up leisure time and disposable income at a phenomenal pace. They have shaped the minds of a whole generation who spent countless after-school hours, joystick in hand, heart pounding, sweating through the latest chunk of thumb candy to come out of
Tokyo and Silicon Valley. For better or worse, video- and computer games have swooped, rattled, and blasted their way into our brains.

Now J. C. Herz, author of Surfing on the Internet (and videogame veteran), brings us the first popular history and critique of electronic entertainment, from its genesis as primitive blips in the labs of Cold War computer programmers to the studios where networked 3-D theme parks are created. Tracing this neon branch of the computer industry from a small cadre of inspired nerds to an entertainment behemoth that rivals Hollywood box office billings, she brings to life the history of Space Invaders, Pac Man, Super Mario, Myst, Doom, and other celebrated games. She explores the culture of virtual construction workers who "do code" wherever the next big game is being created and the world of designers, writers, and musicians who make their living in this boomtown industry. At the same time, Herz investigates the games themselves and the role they have come to play in an increasingly virtual world.

Written with an arcade maven's passion and a cultural scholar's insight, Joystick Nation is a popular culture odyssey that will fascinate media junkies, technoculture insiders, and anyone who pines for their old Atari.



> Participating in combat often has debilitating psychological
> effects. These effects are the result of being traumatized by combat
> experiences. This brochure provides an excellent general introduction
> to trauma and the specific psychological disorder that it causes,
> known as Post-Traumatic Stress Disorder (PTSD).
> This fact sheet on PTSD gives a more detailed explanation of the
> disorder, including how it is assessed and treated.
> Peacekeepers suffer as well as soldiers--as many as 20% of the
> Canadian peacekeepers have PTSD. Gen. Romeo Dallaire, the UN Commander
> in
Rwanda, left the country shaken and suicidal. He tells some of his
> story. Includes interviews and other first person accounts.
> The US military is starting to integrate more information about combat
> stress into training. However, the main goal is keeping soldiers on
> the battlefield, and getting them back onto the battlefield if they
> suffer from PTSD while in action. It also focuses less on training
> soldiers to get help from trained professionals than from military
> superiors and "buddies."
> A study of American Vietnam veterans indicates that members of the
> military from minority groups, such as Native Americans, tend to
> suffer from higher rates of PTSD than Caucasian military personnel.
> Soldiers are not the only ones who are traumatized by war; civilians
> who are not directly engaged in fighting are also at risk. This
> article briefly outlines the causes and effects of exposure to
> prolonged combat stress.

Baudrillard, Jean. Simulations,
New York, Semiotext(e), Inc., Columbia University, 1983.



Theorist -Albert Bandura




Game Architecture and Design, by Andrew Rollings, Dave Morris

Teaches design, architecture, and management--the things programmers need to know before they can even begin writing code! Provides hundreds of case studies to show what works and what doesn't. Takes the reader through all the necessary game creation steps--from seeing a game idea on paper to actually implementing that idea!


Game Design Perspectives (with CD-ROM) ? checked it out, but not sure – no one great game design book out yet including artistic bent – maybe we have to write one by Francois Dominic Laramee (Editor)


Game Design: Theory and Practice (With CD-ROM)?same here
by Richard Rouse, Steve Ogden (Illustrator), Mark Louis Rybczyk



3ds max 4 for Windows: Visual QuickStart Guide
by Michele Matossian



Animation with character studio 3 by Michele Bousquet
there are also on line tutorials that are great.


Flash Games Studio, Bhangal, Rhodes, et al. Isbn 1-903450-67-5





Simulation and synthespians (synthetic actors) and future issues)






Trigger Happy : Videogames and the Entertainment Revolution by Steven Poole

Videogames first came on the market thirty years ago as a marginal technological curiosity. Now they are virtually everywhere. Videogame sales have equaled movie sales. They are played by more adults than children, and game design can even be studied in college. Yet videogames are still often viewed as a minor form of entertainment, at best shallow, or at worst harmful. Now, Steven Poole argues that videogames are a nascent art for on track to supersede movies as the most popular and innovative form of entertainment in the new century.

Game Architecture and Design, by Andrew Rollings, Dave Morris

Teaches design, architecture, and management--the things programmers need to know before they can even begin writing code! Provides hundreds of case studies to show what works and what doesn't. Takes the reader through all the necessary game creation steps--from seeing a game idea on paper to actually implementing that idea!

Game Over Press Start To Continue by David Sheff, Andy Eddy

The riveting story of Nintendo's conquest of the interactive entertainment industry offering true tales filled with cocky arrogance, confidence and international intrigue that rival any novel. Whether it is recounting the struggles over the game"Tetris," offering blow-by-blow narrative of Nintendo's bitter legal warfare or its see-saw competition with other companies for market leadership, Game Over is a masterful piece of business journalism and technical reportage-a book both cautionary and... read more


Baudrillard, Jean. Simulations, New York, Semiotext(e), Inc., Columbia University, 1983.


Anders, Peter. Envisioning Cyberspace, New York: McGraw Hill, 1998. pgs.99-110. “Special Issues in Designing CyberSpace”


Lunenfeld, Peter. Snap to Grid: A User's Guide to Digital Arts, Media, and Cultures, Boston, The MIT Press, 2000.


Kelly, Kevin & Adam Heilbrun. “Virtual Reality: An Interview with Jaron Lanier”, The Whole Earth Catalog. Cali.: 1993. Reality Check with Jaron Lanier, 1995.


Hollands, Robin. The Virtual Reality Homebrewer’s Handbook. West Suxxex, England:1996.


Laurel, Brenda. The Art of Human Computer Interface Design. New York: Addison Wesley,




Dodsworth, Clark Jr., Digital Illusion: Entertaining the Future with High Technology, New York, Addison-Wesley, 1998


Virilio, Paul.  The Lost Dimension. New York, Semiotext(e), Inc., New York: Columbia University, 1991.


Stone, Allucquere, Rosanne. The War of Desire and Technology at the Close of the Mechanical Age. Cambridge, Mass.: The MIT Press, 1995.


Benedict, Michael. Cyberspace: First Steps.Cambridge: The MIT Press, 1994.


Crary, Jonathan. Techniques of the Observer: On Vision and Modernity in the Nineteenth Century. Mass,: MIT Press, Cambridge, 1990.


Prisoner's Dilemma/John Von Neumann, Game Theory and the Puzzle of the Bomb by William Poundstone


Spalter, Ann Morgan. The Computer in the Visual Arts. Addison Wesley Longman, Inc., 1999.


Morse, Margret. Virtualities: Television, Media Art, and Cyberculture

(Theories of Contemporary Culture) Indiana Univ Pr; ISBN: 0253211778


Malraux, André.  “Museum Without Walls”. In The Voices of Silence. New Jersey: Princeton University Press, 1978.


Bender, Gretchen & Druckery, Timothy. Culture on the Brink. “Making Sense Out of Nonsense” by Gary Chapman


Damer, Bruce. Avatars!: Exploring and Building Virtual Worlds on the Internet. Peachpit Press, 1998.


Postman, Neil.  Technolopy: The Surrender of Culture to Technology. New York: Vintage Books, 1993.


Ritchin, Fred.   In Our Own Image. New York: Aperture, 1990.


Gombrich, E.H.   Art & Illusion: A Study in the Psychology of Pictorial

Representation. New Jersey: Princeton University Press, 1960.


Boyer, Christine, Cybercities, Labrynths of the Mind and the City –

Real and Virtual pgs 45-71.


Gibson, William.  Neuromancer. New York: Ace Book, 1984.


Stephenson, Neal. Snow Crash, New York, Bantam Spectra, 1996.


Pimentel, Ken & Teixeira, Kevin.  Virtual Reality: through the new looking glass. New York: Intel/Sindcrest/McGraw-Hill, Inc., 1993.


Kandinsky, Wassily.  Concerning the Spiritual in Art. New York: Dover Publications, Inc., 1977.


Penley, Constance,  Ross, Andrew  eds., Technoculture. Minneapolis: University of  Minnesota Press,  1991.


Ames, Andrea L.; Nadeau, David R.; and Moreland, John L.. VRML 2.0 Sourcebook.  New York: John Wiley and Sons, 1997.


Hartman, Jed; Wernecke, Josie; and Carrie, Rikk. The VRML Handbook : Building Moving Worlds on the Web. New York:  Addison-Wesley Pub Co, 1996.


Roehl, Bernie; Couch, Justin; Reed-Ballreich, Cindy; Rohaly, Tim; and Brown, Geoff. Late Night VRML with Java. New York: Ziff-Davis Press, 1997.


Lyotard, Jean-Francois.  “Can thought exist without a body?”. In The Inhuman. Stanford, California: Stanford University Press, 1991.


Jacobs, Karrie.  “Robobabes: Why Girls Don’t Play Video Games”, in I.D. May/June, 1994.


Kantrowitz, Barbara.  “Men, Women & Computers” in Newsweek, May 16, 1994, pp. 48-52.


Tannen, Deborah.  “Gender Gap in Cyberspace” in Newsweek, May 16, 1994, p. 52-53.


Heidegger, Martin.  "The Age of the World Picture". In: M. Heidegger, The Question ConcerningTechnology and Other Essays. New York: Harper & Row, 1977.


Kitchens, Susan A. The QuickTime VR Book : Creating Immersive Imaging on Your Desktop, Peachpit Pr; ISBN: 0201696843


De Goes, John,& Lampton, Christopher F.. Cutting-Edge 3d Game Programming With C++ , The Coriolis Group; ISBN: 1883577705

"Game Programming Gems" by Mark DeLoura, Editor

Written by more than 40 gifted game developers, "Game Programming Gems" compiles dozens of useful game-programming tips that'll let you do a lot more with 3-D graphics, no matter what your programming level. Containing sample Visual C/C++ code for OpenGL that'll run on both Windows and Linux, this text is chock-full of innovative graphics-programming techniques that'll help you write better games with cutting-edge special effects. You'll find new algorithms to do faster graphics processing, and discover techniques for adding a new level of realism to virtual worlds. Whether you already work in the gaming industry or would like to, this book provides a fascinating glimpse into the techniques that go into today's ultrarealistic video games. Read more

"JavaScript Bible, __Edition" by Danny Goodman