reference(s)
narrative(s) / literature / block(s) / etcetera / project(s) / abstract(s)
xx
book(s) -- selected / material(s) / exercise(s) / brain(s) / utopia
- Bachelard B., The Poetics of Space, Beacon Press (1994)
- Berne E., Games People Play: the Psychology of Human Relationships, Penguin (1962)
- Churchland P.M., Plato's Camera, MIT Press (2012)
- Floridi L., The Philosophy of Information, Oxford University Press (2011)
- Giddens A., The Consequences of Modernity, Polity Press (1990)
- Giddens A., Modernity and Self-Identity: Self and Society in the Late Modern Age, Polity Press (1991)
- Goffman E., The Presentation of Self in Everyday Life, Anchor Books (1959)
- Graebner W.S., The Engineering of Consent: Democracy and Authority in Twentieth-Century America, University of Wisconsin Press (1987)
- Himanen P., The Hacker Ethic: A Radical Approach to the Philosophy of Business, Random House Publishing Group (2009)
- Juul J., The Art of Failure: An Essay on the Pain of Playing Video Games, MIT Press (2013)
- Kane P., The Play Ethic: A Manifesto for a Different Way of Living, Pan (2005)
- Lefebvre H., The Production of Space, Blackwell Publishers Ltd. (1991)
- Lefebvre H., Everyday Life in the Modern World, Transaction Publishers (1984)
- Lemov R., World as Laboratory: Experiments with Mice, Mazes, and Men, Macmillan (2006)
- Lepper M.R., Greene D. (eds) -- The Hidden Costs of Reward: New Perspectives on the Psychology of Human Motivation, Lawrence Erlbaum Associates (1978)
- Mehlmann A., The Game's Afoot! Game Theory in Myth and Paradox, American Mathematical Society (2000)
- Riesman D., The Lonely Crowd, Yale University Press (1961)
- Rose N., Governing the Soul: The Shaping of the Private Self, Free Association Books (1999)
- Sicart M, Beyond Choices: The Design of Ethical Gameplay, MIT Press (2013)
- Sobel Lojeski K. & Reilly R.R., Uniting the Virtual Workforce: Transforming Leadership and Innovation in the Globally Integrated Enterprise, Wiley (2008)
- Suits B., The Grasshopper: Games, Life and Utopia, Broadview Press (2005)
- Sutton-Smith B., The Ambiguity of Play, Harvard University Press (1997)
extra -- from lorentz workshop
- Hillier B., Space is the Machine -- A configurational theory of architecture, Cambridge University Press (1996), electronic version Space Syntax (2007)
- Holowchak M.A. Games as Pastimes in Suits's Utopia: Meaningful Living and the "Metaphysics of Leisure", Journal of the Philosophy of Sport, 2007, 34, 88-96, (C) 2007 International Association for the Philosophy of Sport
- Jarvinen A. (2007) Introducing Applied Ludology: Hands-on Methods for Game Studies, Situated Play, Proceedings of DiGRA 2007 Conference
- Susi T., Johannesson M., Backlund P. (2007) Serious Games -- An Overview, Technical Report HS- IKI -TR-07-001 School of Humanities and Informatics University of Skövde, Sweden
- Zagal J.P. (2009) Ethically Notable Videogames: Moral Dilemmas and Gameplay, Proc. of DiGRA 2009: Breaking New Ground -- Innovation in Games, Play, Practice and Theory.
from: serious games in a social context
- Flanagan M., Critical Play -- Radical Game Design, MIT Press (2009)
- Juul J., A Casual Revolution -- reinventing video games and their players, MIT Press (2010)
- Zicherman G. & Cunningham C., Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, O'Reilly Media Inc. (2011)
Bhikharie S.V. & Eliens A., XIMPEL for Ethical Frameworks, in proc. GAMEON'2013, November 25-27, 2013, Brussels, Belgium
Eliens A. serious games in a social context, in proc. GAMEON'2012, November 14-16, 2012, University of Malaga, Malaga, Spain
Eliëns A., Creative Technology -- the CTSG: game design in 7 steps, In Proc. GAME-ON Asia 2010, Mao W. and Vermeersch L. (eds.), Shanghai, EUROSIS, ISBN 978-90-77381-54-0, pp. 53-57
Eliëns A., Elements of a chinese language game, In Proc. GAME-ON Asia 2010, Mao W. and Vermeersch L. (eds.), Shanghai, EUROSIS, ISBN 978-90-77381-54-0, pp. 77-82
Eliëns A. & Ruttkay Z., Math Games -- an alternative (approach) to math education?, In Proc. GAME-ON 09, 10th Int. Conference on Games and Simulation, Breitlach (ed.), November 26-28, Dusseldorf, Germany, pp. 68-72, ISBN: 978-9077381-53-3
Eliëns A. & Ruttkay Z., Record, Replay & Reflect -- a framework for understanding (serious) game play, In Proc. EUROMEDIA, april 2009, Brugge, ISBN 978-90-77381-4-65, pp. 42-48
Eliëns A., Huurdeman H., van de Watering M., Bhikharie S.V., XIMPEL Interactive Video -- between narrative(s) and game play, Proc. GAME-ON 08, Nov 17-19, Valencia, Spain
Eliëns A., van de Watering M., Huurdeman H., Bhikharie S.V., Lemmers H., Vellinga P. , Clima Futura @ VU -- communicating (unconvenient) science, In Proc. GAME-ON 07, Nov 20-22, University of Bologna, Marco Roccetti (ed.), pp. 125-129, EUROSIS-ETI Publication, ISBN 9789077381373
Eliëns A. Feldberg F., Konijn E., Compter E., VU @ Second Life -- creating a (virtual) community of learners, In Proc. EUROMEDIA 2007, L. Rothkrantz and Ch. van der Mast (eds), pp. 45-52, Eurosis-Eti Publication, ISBN: 9789077381328, (best paper award nomination)
Eliëns A. & Chang T., Let's be serious -- ICT is not a (simple) game, FUBUTEC 07, Eurosis, Delft, April 2007
Eliëns A., S.V. Bhikharie, game @ VU -- developing a masterclass for high-school students using the Half-life 2 SDK , In Proc. GAME'ON-NA 2006, P. McDowell ed., Eurosis-ETI, pp. 49-53, Sept 19-21, Monterey, USA