Resources
THE GAME DEVELOPERS CONFERENCE:
Find great research on
Visual Arts Tracks, Audio Tracks, Game Design Tracks, Production Tracks
Business & Legal Tracks, Programming Tracks
go to the Archives
http://www.gdconf.com
Game Studies: the international
journal of
computer game research
Digital Games Research Association
http://www.digra.org/
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
www.gamesconference.org)
· an association website (forthcoming at www.digra.org)
· 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.
Rensselaer
Folsom
holdings
Gamesutra
http://www.gamasutra.com/
________________________
Other MISC:
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.
THE
SOCIAL LEARNING THEORY
Theorist -Albert Bandura
GAME ARCHITECTURE & DESIGN :
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!
AI
http://www.kurzweilai.net/news/frame.html?main=/news/news_single.html?id%3D965
Simulation and synthespians (synthetic actors)
and future issues)
OTHER READINGS:
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
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and Technology at the Close of the Mechanical Age. Cambridge, Mass.:
The MIT Press, 1995.
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Michael. Cyberspace: First Steps.Cambridge: The MIT Press, 1994.
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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.
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Margret. Virtualities: Television, Media
Art, and Cyberculture
(Theories of
Contemporary Culture) Indiana Univ Pr; ISBN:
0253211778
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Neil. Technolopy:
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of the Mind and the City –
Real
and Virtual
pgs 45-71.
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William. Neuromancer. New
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Neal. Snow Crash, New York, Bantam Spectra, 1996.
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Ken & Teixeira, Kevin.
Virtual Reality: through the new looking glass. New York: Intel/Sindcrest/McGraw-Hill, Inc., 1993.
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Publications, Inc., 1977.
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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