Annotated BIB English 1102 Complete

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Works Cited P. Zackariasson, M. Walfisz, T. L. Wilson (2006, April 1). Management of Creativity in Video Game Development: A Case Study [Online Article] Available: http://eds.b.ebscohost.com/ehost/pdfviewer/pdfviewer? sid=d014da5f-ad84-410e-8cfc- 91fa72fb5d55%40sessionmgr110&vid=2&hid=105 This article talks about how business-like the creative process can be for the gaming industry, and discusses the various things developers have to weigh and choose based on customer wants, business needs, and pushing new technology. The authors mostly discuss that state of the gaming industry, but occasionally give some detail as to what a developer must do the create one. P. Waelchli (2010, October 1) Playing with Process: Video Game Choice as a Model of Behavior [Online Article] Available: http://eds.b.ebscohost.com/ehost/pdfviewer/pdfviewer ? sid=5cc01829- fe53-454a-af9b-db771e819186%40sessionmgr115&vid=2&hid=105 Waelchli discusses how video games are useful in various types of research and how important they are to the popular culture. I will be using this article to give a foundation for how video games work, as well as how a player plays one. Other things the article discusses are the shared experience of gaming and the social engagement that comes with it. K. Moltenbrey (2005, Nov. 1) OUT OF CHARACTER [Online Article] Available: http://eds.b.ebscohost.com/ehost/pdfviewer/pdfviewer? sid=eb336b9f-58ae-4f9d-8ce5- b212b93b3b65%40sessionmgr112&vid=2&hid=105 While I am sure you have at least heard of Red Vs. Blue, they did spawn an entire industry of creative content based on video games. What they did do in relation to my topic is take a video game and develop a lore and story completely different from what they originally had. The article discusses their success and innovation as well as the origins of the series. The majority of the article

Transcript of Annotated BIB English 1102 Complete

Page 1: Annotated BIB English 1102 Complete

Works Cited

P. Zackariasson, M. Walfisz, T. L. Wilson (2006, April 1). Management of Creativity in Video Game Development: A Case Study [Online Article] Available: http://eds.b.ebscohost.com/ehost/pdfviewer/pdfviewer?sid=d014da5f-ad84-410e-8cfc-91fa72fb5d55%40sessionmgr110&vid=2&hid=105

This article talks about how business-like the creative process can be for the gaming industry, and discusses the various things developers have to weigh and choose based on customer wants, business needs, and pushing new technology. The authors mostly discuss that state of the gaming industry, but occasionally give some detail as to what a developer must do the create one.

P. Waelchli (2010, October 1) Playing with Process: Video Game Choice as a Model of Behavior [Online Article] Available: http://eds.b.ebscohost.com/ehost/pdfviewer/pdfviewer?sid=5cc01829-fe53-454a-af9b-db771e819186%40sessionmgr115&vid=2&hid=105

Waelchli discusses how video games are useful in various types of research and how important they are to the popular culture. I will be using this article to give a foundation for how video games work, as well as how a player plays one. Other things the article discusses are the shared experience of gaming and the social engagement that comes with it.

K. Moltenbrey (2005, Nov. 1) OUT OF CHARACTER [Online Article] Available: http://eds.b.ebscohost.com/ehost/pdfviewer/pdfviewer?sid=eb336b9f-58ae-4f9d-8ce5-b212b93b3b65%40sessionmgr112&vid=2&hid=105

While I am sure you have at least heard of Red Vs. Blue, they did spawn an entire industry of creative content based on video games. What they did do in relation to my topic is take a video game and develop a lore and story completely different from what they originally had. The article discusses their success and innovation as well as the origins of the series. The majority of the article pertains to the creation of the series, which is information that I will use in my research paper.

S. Cass (2002) Mind Games [Online Article] Available: http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=1088444

This article discusses the creation of video game AI and how it responds to the player. A game is no fun if you can steam roll over everything, so developers create dynamic AI in order to create a challenge. I plan on using this information to benefit the creative process discussion I will have in my research paper. Other things this article discusses is the balancing of AI, the different kinds of AI, and the flow chart AI use in order to make decisions.

C. Heeter, B. Magerko, B. Medler, J. Fitzgerald (2011, May 31) Game Design and the Challenge- Avoiding, Self-validator Player Type [Online] Available: http://gel.msu.edu/carrie/publications/Jan24-Self-Validator.pdf

This article goes over how to get a player to do things in a game. It mostly focuses on players who have a leaning towards getting things done with no challenge and explains good ways to get these kinds of players to properly interact with the game the way it was meant to be.

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B. Choi, J. Huang, A. Jeffrey, Y. Baek (2013, May 1) Development of a scale for fantasy state in digital games [Online Article] Available: http://scholarworks.boisestate.edu/edtech_facpubs/73/

This article directly discusses my chosen topic, so much information will be coming from here. The authors of this article break down fantasy and why it is so important to a video game, stating that it creates in intrinsic value for the player and a game without any is simply “full of abstract symbols.” It gives 4 basic pieces that make up fantasy: Identification, imagination, analogy, and satisfaction. Using these, they state, they can describe what makes up fantasy in a digital game and plan accordingly to its development.

J. Zagal, M. Mateas (2010, August 15) Time in Video Games: A Survey and Anaysis [Online Article] Available: http://sag.sagepub.com/content/early/2010/07/27/1046878110375594

The authors go over the different time experiences a game offers the player and game world using examples such as Animal Crossing and Civilization. They explain how some games use real time events and real world time to handle scenarios, where other games may advance time based on events that happen due to the player. They explain that some games shorten time greatly, making millenia flash by in a few hours. This is useful information to explain the uses of time in a video game and its effect on the lore and gameworld information.

EpicNameBro (2012 – Present) Dark Souls Lore [Internet Video Series] Available: http://www.youtube.com/playlist?list=PL4825DBA198EBE9B9

This is a collection of thoughts and facts on the Dark Souls lore. EpicNameBro is one of the top names in the “Souls” community and has done much research into the game's information and creators piecing together a credible, coherent plotline. I plan to use this information as an example and guide to the creation of lore.

VaatiVidya (Circa 2013) Dark Souls Lore [Internet Video Series] Available: http://www.youtube.com/playlist?list=PLWLedd0Zw3c5RCXboUsPwHsZJlXB2CzCz

Vaati Vidya is another, well respected individual with close ties to the developers of the “Souls” series, being able to get early access to newer games and accessibility to the games engine and hidden content, allowing him to uncover more about the game than through standard means. His opinions on the lore vary slightly from other members of the community, and act as a good contrast to show how games can be made very open to interpretation. Again, I plan on using this as a source of factual information as well as examples and guides to the creation of lore and its quality.

A. Gunraj, S Ruiz, A. York (2010, December 31) Designing Games for Ethics: Models, Techniques and Frameworks chapter 16 Power to the People: Anti-Oppresive Game Design [] Available: http://www.metrac.org/resources/downloads/power.to.the.people.chapter.pdf