A brief history of gaming. Part one. Computer Gaming World, 1992,7.
Avedon, Elliot,M.: Games, game-playing and technology. Impact of
Sience on Society. 1982, 32,4. 4o5-417.
Bing, Jon: The electronic Game Gambit. Impact of Science on Society,
1982, 32,4, 425-431.
Braun, Claude, M.; Goupil, Georgette; Giroux, Josette; Chagnon, Yves:
Adolescents and Microcomputers: Sex Differences, Proxemics, Task and Stimuls
Variables. The Journal of Psychology, 12o (6), 529-542.
Clayson, James: Computer games teach problem-solving. Impact of Sience
on Society, 1982,32,4, 435-439.
Cooper, Joel; Mackie, Diane: Video Games an Aggression in Children.
Journal of Applied Social Psychology, 1986,16,8, 726-744.
Crawford, Chris: Dead Media: Computer Games Are Dead. In.: Interactive
Electronic Design, 1996, 9, (4) April.
Crawford, Chris: The art of the computer game design. Berkley, California,Osborne
- McGraw - Hill, 1984.
Creasey, Gary, L.; Myers, Barbara, J.: Video Games and Children:
Effects on Leisure Activities, Schoolwork, and Peer Involvement. Merril-Palmer
Quarterly, 32 (3), 251-262.
Dorval, Michel; Pépin, Michel: Effect of Playing video game on a
measure of spatial visualization. Perceptual and Motor Skills, 1986, 62,
159-162.
Egli, Eric, A.; Meyers, Lawrence, S.: The role of video game playing
in adolescent life: Is there reason to be concerned? Bulletin of the Psychonomic
Society, 1984, 22 (4), 3o9-312.
Ellington, Henry; Addinall,Eric; Percival, Fred: Games and Simulations
Teach Social Relevance of Science. Impact of Science on Society, 1982,
32,4, 481-491.
Friedman, Ted.: "Making Sense of Software: Computer Games and Interactive
Textuality.". In: CyberSociety: Computer-Mediated-Communication and Community,
ed.:Jones, Steven, G. Thousand Oaks, CA:Sage Publications, 1995
Friedman, Ted: Civilization and Its Discontents: Simulation, Subjectivity,
and Space.
Gibb, Gerald, D; Bailey, James, R.; Lambirth, Thomas, T.; Wilson,
Willioam, P.: Personality Differences Between High and Low Electronic Video
Game Users. Journal of Psychology, 1983,114, 159-165.
Griffith, Jerry, L.; Voloschin, Patricia; Gibb, Gerald, D.; Bailey,
James, R.: Differences in eye-hand motor coordination of video-game users
an non-users. Perceptual an Motor Skills,1983,57,155-158.
Herz, J.C.: Joystick Nation. How Computer Games Ate Our Quarters,
Won Our Hearts and Reviewed Our Minds. Little, Brown and Comany, New York,
1997.
Kaplan, Sidney, J.: The Image of Amuse Arcades and Differences in
Male and Female Video Game Playing. Journal of Pupular Culture, 1983,1,
93-97.
Lin, Sabrina; Lepper, Mark, R.: Correlates of children’s usage of
Videogames and Computers. Journal of Applied Social Psychology, 1987, 17,1,
72-93.
Mc Clure, Robert, F.: Age and Video Game Playing. Perceptual and
Motoral Skills, 1985, 61, 285-286.
Mehrabian, Albert; Wixwn, Warre, J.: Preferences for Individual Video
Games as a Function of Their Emotial Effects on Players. Journal of Applied
Social Psychology, 1986,16,1, 3-15.
Melancon, Janet, G.; Thompson, Bruce: Selected Corelates of Computer
Arcade game play. Perceptual and Motor Skills, 1985,61, 1123-1129.
Murray, Janet: Hamlet on the Holodeck. The Free Press, New York,
1997.
Myers, D.: Computer Game Genres. Play and Culture, 199O, 3, 286-3O1.o.
Myers, D.: Computer Game Semiotics. Play and Culture, 1991,4, 334-346.
Myers, D.: Simulating the Self. Play and Culture, 1992, 5 (4).
Myers, D.: Time, Symbol Transormation and Computer Games. Play and
Cultre, 1992,5(4), 441-457.
Myers, D: Chris Crawford and Computer Game Semiotics. Journal of
Popular Culture, 1992, 17.-32.o.
Nelson, Thomas, M.; Carlson, Dona, R.: Determining Factors in Choice
of Arcade Games and Their Conseqences upon Young Male Players. Journal
of Applied Social Psychology, 1985,15,2,124-139
Price, John.A.: Social Science Research on Video Games. Journal of
Popular Culture, 1985, spring, 111-127.
Scheibe, Karl, E.; Erwin, Margaret: The Computer As Alter. The Journal
of Social Psychology, 1979, 1o8,1o3-1o9.
Schutte, Nicola, S.; Malouff, John, M.; Post-Gorden, Joan, C.; Rodasta,
Annette, L.: Effects of playing videogames on Chlidren’s aggressive and
other Behaviors. Jornal of Applied Social Psychology, 1988,18,5, 454-46o.
Selnow, Gary: The Fall and Rise of Video Games. Journal of Pupular
Culture, 1987, summer, 53-63.
Shimai, Satoshi; Masuda, Kimio; Kishimoto, Youichi: Influences of
TV Games on Physical and Psychological Development os Japanese Kindergarten
Children. Perceptual and Motor Skills, 199o,7o,771-776.
The Best Games of All Time. PC Gamer, 1997,5, 9O-96.
The Games Ought To Be. An Interview with Chris Crawford.
The most Significant Games of All Time. PC Gamer, 95.
Turkle, Sherry: Life on the screen: identity in the age of internet.
New York, Simon and Schuster, 1995.
|