Bibliography

This is an ever-expanding collection of summaries, excerpts, and quotes of some of the books that have thusfar been part of my overal project. For better or worse, I’ll start by putting up my reading list for my comps.

HISTORY OF GAMES

Murray, Janet. H. (1997) Hamlet on the Holodeck: the Future of Narrative in Cyberspace. The Free Press: New York

Aarseth, Espen, J. (1997) Cybertext: Perspectives on Ergodic Literature. John Hopkins University Press: Baltimore, MD.

Boal, Augusto (2004) Theatre of the Oppressed. Theatre Communications Group, Inc.: New York, Eighth print (original published in 1974, translated in 1979)

Huizinga, Johannes. (1950) Homo Ludens: a Study of the Play-Element in Culture. The Beacon Press: Boston

Carey, James.W. (1989) Communication As Culture: Essays on Media and Society New York: Routledge. ISBN: 0-04-445062-1/0-415-90725-X

McNeill, H. W. (1982) The Pursuit of Power: Technology Armed Force, and Society since A.D. 1000. The University Press of Chicago

Eitzen, Stanley D. (1989) Sport in Contemporary Society: An Anthology. Third Edition. St. Martin���s Press, New York

Wolf, J.P., Perron, B. (2003) The Video Game Theory Reader. Routledge: New York & London

De Landa, Manuel. (1990) War in the Age of Intelligent Machines. MIT Press, Cambridge, MA.

Lenoir, Tim. All But War Is Simulation: The Military-Entertainment Complex. In: Configurations, 2000, 8:289-335.

Raessens, Joost, Goldstein, Jeffrey. (eds.) (2005) Handbook of Computer Game Studies. MIT Press, Cambridge, MA.

Wardrip-Fruin, Noah., Harrigan, P. (eds.) (2004) First Person: New Media as Story, Performance, and Game. MIT Press.

Havelock, Eric A. (1963) Preface to Plato: History of the Greek Mind. Belknap Press of Harvard University Press, Cambridge, MA.

De Grazia, Sebastian. (1994) Of Time, Work, and Leisure. Random House, New York, Toronto.

Caillois, Roger. (1958) Man, Play and Games. University of Illionois Press, Chicago.

Arcangeli, Alessandro. (2003) Recreation in the Renaissance: Attitudes towards Leisure and
Pasttimes in European Culture, c. 1425-1675. Palgrave, MacMillan.

Aries, Philippe, Margolin, Jean-Claude (1982) Les Jeux ?� la Renaissance: Actes du XXIIIe Colloque International d���?�tudes Humanistes, Tours ��� Juillet 1980. Paris, Librairie Philosophique J. Vrin.

Decker, Wolfgang (1992) Sports and Games of Ancient Egypt. Translated by Allen Guttmann. Yale University Press, New Haven and London.

STUDY OF LIVED CULTURE [WHERE DO VIDEO GAMES FALL IN SENSIBILITY?]

McLuhan, Marshall. (1962) The Gutenberg Galaxy: The Making of Typographic Man. University of Toronto Press

McLuhan, Marshall (1997) Forward through the Rearview Mirror: Reflections On and By Marshall McLuhan. The MIT Press: Cambridge, Massachusetts, London, England

Lefebvre, Henri. (2004) The Production of Space. Blackwell Publishing: UK

Manovich, Lev. (2001) The Language of New Media. MIT Press, Cambridge, Massachusetts, London, England

Gitlin, Todd. (2001) Media Unlimited: How the Torrent of Images and Sounds Overwhelms Our Lives. Metropolitan Books: Henry Holt and Company, New York

Deibert, R.J. (1997) Parchment, Printing, and Hypermedia: Communication in World Order Transformation. Columbia University Press: New York

Johnson, Steven. (1997) Interface Culture: How New Technology Transforms the Way We Create and Communicate. Basic Books, New York.

Carey, James.W. ���Harold Adams Innis and Marshall McLuhan��? in: Rosenthal, R. (1968)
McLuhan: Pro and Con. Penguin Books: Baltimore.

Frisby, D., Featherstone, M. (eds.) Simmel on Culture: Selected Writings. Sage Publications, London, Thousands Oaks, New Delhi.

Crary, Jonathan. Techniques of the Observer: On Vision and Modernity in the Nineteenth Century. MIT Press, Cambridge Massachusetts, London England, 1992.

Kittler, Friedrich A. Grammophon, Film, Typewriter. Brinkmann & Bose, Berlin, 1986.

Marvin, Carolyn. (1988) When Old Technologies Were New: Thinking About Electric Communication in the Late Nineteenth Century. Oxford University Press, New York.

Dewey, John. Art as Experience. Capricorn Books, New York, 1958.

Galloway, Alexander. Gaming ��� Essays on Algorithmic Culture. University of Minnesota Press, forthcoming.

Panofsky, Erwin (1997) Perspective as Symbolic Form. The MIT Press, Cambridge, MA, London.

Rossiter, Ned. ���Processual Media Theory��? Symploke 11.1-2 (2003): 104-31.
Virilio, Paul. Desert Screen: War at the Speed of Light. Continuum, NY, 2002.

Charney, Leo, Schwartz, Vanessa R. (eds) (1995) Cinema and the Invention of Modern Life. University of California Press, Berkeley, Los Angeles, London.

Mumford, Lewis (1963) Technics and Civilization. Harvest Books.

Wells, Paul (2002) Animation and America. Rutgers University Press, New Jersey.

Various, Murray, P., Dorsch, T.S. (translators) (2004) Classical Literary Criticism. Penguin Group, London, England.

Panofsky, Erwin (1951) Gothic Architecture and Scholasticism. J. Pieper

Galison, Peter (2001) War Against the Center. Grey Room 4: 6-33.

Galison, Peter (2003) Einstein���s Clocks, Poincar?����s Maps: Empires of Time. W.W. Norton & Company, New York, London.

Sennett, Richard (2000) The Corrosion of Character: Personal Consequences of Work in the New Capitalism. W.W. Norton & Co, Ltd., England

Benkler, Yochai (2006) The Wealth of Networks: How Social Production Transforms Markets and Freedom. Yale University Press.

Innis, Harold A. (1999) The Bias of Communication. University of Toronto Press

Silverstone, Roger (1994) Television and everyday life. London, New York, Routledge.

Douglas, Thomas. Hacker Culture. University of Minnesota Press, 2002.

METHOD

Geertz, Clifford (2000) ���Deep Play: Notes on the Balinese Cockfight��? in: The Interpretation of Cultures. Basic Books.

Kern, Stephen (1984) The Culture of Time and Space: 1880 ��� 1918. Harvard University Press.

Williams, Dmitri (2005). Bridging the Methodological Divide in Game Research. In: Simulation & Gaming. 36(4), p. 447-463.

Duchenaut, Nicolas, e.a. (not yet published) The Life and Death of Online Gaming Communities: A Look at Guilds in World of Warcraft. Prepared for CHI 2007, Montr?�al, Qu?�bec, Canada.

Duchenaut, Nicolas, e.a. (2006) ���Alone Together?��? Exploring the Social Dynamics of Massively Multiplayer Online Games. Presented at CHI 2006, April 22-27, 2006, Montr?�al, Qu?�bec, Canada.

Buenza, D., Stark, D. (2003) The Organization of Responsiveness: Innovation and Recovery in the Trading Rooms of Lower Manhattan. In: Socio-Economic Review (2003) 1, 135-164.


Discussion
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About Waffler

Joost is fascinated by games and human behavior. His research explores video games as an entryway to contemporary media culture. After completing a Master's degree in Media studies in Amsterdam, he continued his research in New York. There he was project manager on a landmark investigation of three decades of ownership trends in the American media landscape, the results of which were part of a congressional testimony, a series of articles and a book. In 2010 he received his doctorate from Columbia University for his dissertation titled "Social Gaming and Communicative Exchange." Joost currently teaches at the NYU Game Center.

In addition to his academic pursuits, Joost is also founder and CEO of an online games research firm called SuperData. In early 2010 the company secured multi-year seed funding, and today employs five people. Clients include publishers such as Electronic Arts, SEGA, Wargaming.net and Pokémon as well as all the major Wall street firms.

Joost lives in the East Village with his wife Janelle and son Maximus.

Selected Presentations
  • Video Game Data & Trends, Ottawa International Game Conference, Canada, 2013.
  • Business Principles and Market Trends for Multi-Platform Games, Festival of Games, Amsterdam 2013.
  • 2013 Game Changers: How Will Devices Impact Your Future Growth? (keynote), Game Developer Conference, 2013.
  • Free-to-Play State of the Industry, Game Connection Paris, 2012.
  • Online Games Research: Getting Publishers to Play Nice, New Media, New Demand Measurement Methodologies, 2012 Columbia University.
  • The Great Unboxing: Major Trends in the Transition to Digital and Free-to-Play Gaming, DCM East, 2012.
  • The Rise of Free-to-Play, moderator and co-organizer, Re:Play - The Theory, Practice, and Business of Video Games, 2012, NYU.
  • Trading Card Games: Delivering the Digital Promise, PAX East, 2012.
  • From Asteroids to Zynga: Three Decades of Game Design and Revenue Models, GDC Online, 2011.
  • Video Game Industry, 2010 Fordham University, 2010.
  • Social Media and TV, LATVfest, 2010 Los Angeles.
  • Top 5 Trends in Gaming, NY Games Conference, New York, 2009.
  • Kids, Tweens & Teens, State of Play IV, New York Law School, New York, 2009.
  • Game Theory, Play Money, Columbia Business School, New York, 2008. (event organizer)
  • Media Economics: The Question of Ownership, Hunter College, New York, 2008.
  • On Game Mod Communities, 106th Annual Meeting of American Anthropological Association, Washington, DC, 2007.
  • Game Mods & Post-Industrial Play, CITI Visiting Scholar’s Brown Bag Lunch Seminar Series, Columbia Business School, New York, October 2007.
  • The Video Game Vocabulary and the Production of Meaning, MiT5: Creativity, Ownership and Collaboration in the Digital Age, Massachusetts Institute of Technology, Cambridge, April 2007. (abstract)
  • Cities, Games and Media: Playing with and in the Urban Setting, Time|Space Dynamics in Urban Settings, Technishen Universität, Berlin, May 2007.
  • The Aesthetic Vocabulary of Video Games, Seventh Annual Convention of the Media Ecology Association, Boston College, Chestnut Hill, November 2006.
  • Haussmann’s Media Environment (revised), Sixth Annual Convention of the Media Ecology Association, Fordham University, New York, May 2005.
  • Media Technology & Society: Video Game Theory, Dissertation outline, Columbia University, New York, April 2005.
  • Good Day New York, Fox Television, aired August 20th, debate with Attorney Sanford Rubenstein on videogame violence, August 2004.
Contact: joost at waffler dot org

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