Have a personal or library account? Click to login
Playful Persuasion Cover

References

  1. Abt, C.C. (1970) Serious Games. New York: Viking Press.
  2. Bergeron, B.P. (2006) Developing Serious Games. Hingham, Mass.: Charles River Media.
  3. Bitzer, L.F. (1959) ‘Aristotle’s Enthymeme Revisited’, Quarterly Journal of Speech, 45, 399-408.10.1080/00335635909382374
  4. Bogost, I. (2005) Frame and Metaphor in Political Games. Paper presented at the DiGRA 2005: Changing Views – Worlds in Play, Vancouver, Canada.
  5. Bogost, I. (2007) Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: MIT Press.10.7551/mitpress/5334.001.0001
  6. Chaney, I. M., Lin, K.-H., & Chaney, J. (2004) ‘The Effect of Billboards within the Gaming Environment’, Journal of Interactive Advertising, 5(1).10.1080/15252019.2004.10722092
  7. Chen, J., & Ringel, M. (2001) Can Advergaming be the Future of Interactive Advertising? New York: <kpe>.
  8. Conley, T.M. (1984) ‘The Enthymeme in Perspective’, The Quarterly Journal of Speech, 70, 168-187.10.1080/00335638409383687
  9. Deal, D. (2005, 16-20 June) The Ability of Branded Online Games to Build Brand Equity: An Exploratory Study. Paper presented at the DIGRA 2005: Changing Views: Worlds in Play, Vancouver, Canada.
  10. Egenfeldt-Nielsen, S. (2005) Beyond Edutainment: Exploring the Educational Potential of Computer Games. Unpublished PhD thesis. Copenhagen: IT University of Copenhagen.
  11. Egenfeldt-Nielsen, S., Smith, J.H., & Tosca, S.P. (2008) Understanding Video Games: The Essential Introduction. New York: Routledge.10.4324/9780203930748
  12. Frasca, G. (2007) Play the Message: Play, Game and Videogame Rhetoric. Unpublished PhD thesis. Copenhagen: University of Copenhagen.
  13. Gee, J.P. (2003) What Video Games Have to Teach us About Learning and Literacy. New York: Palgrave Macmillan.10.1145/950566.950595
  14. Iuppa, N.V., & Borst, T. (2006) Story and Simulations for Serious Games: Tales From the Trenches. Amsterdam; Boston: Elsevier.
  15. Juul, J. (2003) Half-Real – Video Games Between Real Rules and Fictional Worlds. Unpublished PhD dissertation, Copenhagen: IT University of Copenhagen.
  16. Kennedy, H., & Giddings, S. (2005) Playful Objects: Agency, Technology and Aesthetics. Presentation given at Aesthetics of Play: A Conference on Computer Game Aesthetics, Bergen: Norway, 13-15 October 2005.
  17. Lin, H., & Sun, C.T. (2005) The “white-eyed” Player Culture: Grief Play and Construction of Deviance in MMORPGs. Paper presented at the Selected papers of the Digital Interactive Games Research Association’s second international conference (DiGRA 2005), Vancouver, Canada.
  18. Salen, K., & Zimmerman, E. (2004) Rules of Play – Game Design Fundamentals. London: MIT Press.
  19. Shaffer, D.W. (2007) How Computer Games Help Children Learn. New York: Palgrave Macmillan.10.1057/9780230601994
  20. Smith, J.H. (2006) Plans and Purposes: How Videogame Goals Shape Player Behaviour. Unpublished PhD dissertation, IT University of Copenhagen, Copenhagen.
  21. Squire, K. (2004) Replaying History. Unpublished PhD dissertation, Indiana University, Indiana.
  22. Svahn, M. (2005) ‘Future-proofing Advergaming: A Systematisation for the Media Buyer’. Proceedings of the 2nd Australasian conference on Interactive entertainment, 187-191.
  23. Taylor, T.L. (2006) Play Between Worlds: Exploring Online Game Culture. Cambridge, Mass.: MIT Press.10.7551/mitpress/5418.001.0001
  24. Tosca, S.P. (2003) ‘Reading Resident Evil: Code Veronica X’, in Proceedings of DAC03. Melbourne: RMIT Press.
  25. Tychsen, A., Smith, J.H., Hitchens, M., & Tosca, S. (2006, 4-6 December) Communication in Multi-Player Role Playing Games – The Effect of Medium. Paper presented at the 3rd International Conference on Technologies for Interactive Digital Storytelling and Entertainment, Darmstadt, Germany.10.1007/11944577_28
  26. Williams, D. (2003) ‘The Videogame Lightning Rod. Constructions of a New Media Technology, 1970-2000’, Information, Communication and Society, 6(4), 524-549.
  27. Winkler, T., & Buckner, K. (2006) ‘Receptiveness of Gamers to Embedded Brand Messages in Advergames: Attitudes towards Product Placement’, Journal of Interactive Advertising, 7(1).10.1080/15252019.2006.10722123
  28. Aarseth, E. (2004) ‘Genre Trouble: Narrativism and the Art of Simulation’, in Wardrip-Fruin, N. & Harrigan, P. (eds.), First Person: New Media as Story, Performance and Game. Cambridge, Massachusetts: The MIT Press.
DOI: https://doi.org/10.1515/nor-2017-0151 | Journal eISSN: 2001-5119 | Journal ISSN: 1403-1108
Language: English
Page range: 53 - 68
Published on: Feb 7, 2017
Published by: University of Gothenburg Nordicom
In partnership with: Paradigm Publishing Services
Publication frequency: 2 issues per year

© 2017 Jonas Heide Smith, Sine Nørholm Just, published by University of Gothenburg Nordicom
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 3.0 License.