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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.

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