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Castronova, Edward: Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Front

http://papers.ssrn.com/sol3/papers.cfm?abstract_id=294828

Abstract of report on the economy of Everquest, arguing that this virtual world has as real an economy as most nation states. Full text by subscription only.

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Juul, Jesper. "A clash between game and narrative"

http://www.jesperjuul.dk/thesis/

MA thesis by a Danish ludologist arguing that games are not narrative. Links to his other work. 1999.

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Kennerly, David. "Fun is Fine: Toward a Philosophy of Game Design"

http://finegamedesign.com/fun_is_fine.html

Argues that honest game design begins and ends with 'fun' considered philosophically.

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Klevjer, Rune. "In Defence of Cutscenes"

http://www.uib.no/people/smkrk/docs/klevjerpaper.htm

Article situating cutscenes in games in relation to popular culture and narrative, arguing against the radical ludologist position that they are extraneous.

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Richard A. Bartle. "Players Who Suit MUDs"

http://www.mud.co.uk/richard/hcds.htm

Discusses whether MUDs are games, pass times, sports or entertainments and suggests four kinds of player: achiever, explorer, socializer or killer.

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Unsworth, John. "Living Inside the (Operating) System: Community in Virtual Reality"

http://www.iath.virginia.edu/pmc/Virtual.Community.html

Essay discussing communities in MOOs, using PMC-MOO as a case study and discussing scholarly and pedagogical trajectories of MOOs. 1996.

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