Have a personal or library account? Click to login
Towards a cultural science of videogames: evolutionary social learning Cover

Towards a cultural science of videogames: evolutionary social learning

By: John Banks and  Jason Potts  
Open Access
|Jan 2010

References

  1. Arthur, W.B. (2009) The Nature of Technology. Free Press: New York.
  2. Banks, J. (forthcoming) Co-creating Videogames. Bloomsbury Academic: London.
  3. Banks, J. (2009) ‘Co-creative Expertise: Auran Games and Fury – A Case Study. Media International Australia 130 (February): 77-89.
  4. Banks, J. and Humphreys, S. (2008) ‘The Labour of User Co-creators: Emergent Social Network Markets? Convergence: The International Journal of Research into New Media Technologies 14(4): 401-18.
  5. Banks J, Potts J (2010) ‘Consumer co-creation in online games’ New Media and Society. 12(2): 253-270.
  6. Beinhocker, E. (2006) The Origin of Wealth: Evolution, complexity and the radical remaking of economics. Harvard Business School Press: Cambridge (MA).
  7. Boyd, B. (2009) The Origin of Stories: Evolution, cognition and fiction. Harvard/Belknap Press: Cambridge (MA).
  8. Burgess, J., Green, J. (2008) Youtube: Online Video and the Politics of Participatory Culture. Polity Press: London.
  9. Callon, M. ed. (1998) The Laws of Markets. Blackwell: Oxford.
  10. Callon, M. (2007) ‘What does it mean to say that Economics is Performative’ in Donald MacKenzie, Fabian Muniesa, and Lucia Siu (eds), Do Economists Make Markets? On the Performativity of Economics, pp. 311-57. Princeton University Press: Princeton. 311-57.
  11. Carr, N. (2010) The shallows: What the internet is doing to our brains. WW Norton: New York.
  12. Castronova, E. (2005) Synthetic Worlds: The Business and Culture of Online Games. University of Chicago Press: Chicago.
  13. Dopfer K, Potts J (2008) The General Theory of Economic Evolution. Routledge: London.
  14. Dutton, D. (2009) The Art Instinct: Beauty, pleasure and human evolution. Oxford University Press: Oxford.
  15. Earl, P.E., Wakeley, T. (2010) ‘Alternative perspectives on connections in economic systems’ Journal of Evolutionary Economics, (forthcoming)
  16. Gee, J.P. ( 2007) What Video Games Have to Teach us about Learning and Literacy (2nd Ed.). Palgrave Macmillian: New York
  17. Greenfield, S. (2008) ID: The quest for identity in the 21st century. Sceptre: London.
  18. Hartley, J. (2009) The Uses of Digital Literacy. University of Queensland Press: Brisbane.
  19. Hartley, J. (2010) ‘Whose creative industries?’ Introduction to Lucy Montgomery, China’s Creative Industries: Copyright, Social Network Markets and the Business of Culture in a Digital Age. Cheltenham: Edward Elgar.
  20. Herrmann-Pillath, C. (2010) The Economics of Identity and Creativity: A cultural science approach. University of Queensland Press: Brisbane.
  21. Howkins, J. (2009) Creative Ecologies. University of Queensland Press: Brisbane.
  22. Humphreys, S (2005) ‘Productive Players: Online Computer Games’ Challenge to Conventional Media Forms.’ Communication and Critical/Cultural Studies 2(1): 36-50.
  23. Hutchins,E. ((1995) Cognition in the Wild. The MIT Press: Cambridge, Mass.
  24. Jenkins, H (2009) ‘If it Doesn’t Spread, It’s Deaf (Part One): Media Viruses and Memes’. On Confessions of an Aca-Fan: The Official weblog of Henry Jenkins, URL (Consulted 10 December 2010) http://www.henryjenkins.org/2009/02/if_it_doesnt_spread_its_dead_p.html
  25. Jenkins, H. (2006a) Convergence Culture: Where Old and New Media Collide. New York University Press: New York.
  26. Jenkins, H. (2006b) Fans, Bloggers, and Gamers: Exploring Participatory Culture. New York University Press: New York.
  27. Kauffman, S. (2000) Investigations. Oxford University Press: Oxford.
  28. Konner, M. (2010) The Evolution of Childhood. Belknap Press: Cambridge (MA).
  29. Lanham, R. (2006) The Economics of Attention. University of Chicago Press: Chicago.
  30. Latour, B. (2005) Reassembling the Social: An Introduction to Actor-Network Theory. Oxford University Press, Oxford.
  31. MacKenzie, D. (2006) An Engine, Not a Camera: How Financial Models Shape Markets. The MIT Press: Cambridge, Mass.
  32. Mitchell, M (2009) Complexity: A Guided Tour. Oxford University Press: Oxford.
  33. Nelson, R., Sampat, B. (2001) ‘Making sense of institutions as a factor shaping economic performance’ Journal of Economic Behaviour and Organization 44: 31–54.
  34. Page, S., Bendnar, S. (2007) ‘Can game(s) theory explain culture? The emergence of cultural behavior within multiple games’ Rationality and Society, 19(1): 65–97
  35. Potts, J. (2000) The New Evolutionary Microeconomics: Complexity, Competence and Adaptive behaviour. Edward Elgar: Cheltenham.
  36. Potts, J. (2011) Creative Industries and Economic Evolution. Edward Elgar: Cheltenham (forthcoming).
  37. Potts, J., Cunningham, S. (2008) ‘Four models of the creative industries’ International Journal of Cultural Policy 14(3): 233–48.
  38. Potts, J., Cunningham, S., Hartley, J., Ormerod, P. (2008) ‘Social network markets: A new definition of creative industries’ Journal of Cultural Economics, 32: 167–85.
  39. Potts, J., Hartley, J., Banks, J., Burgess, J., Cobcroft, R., Cunningham, S., Montgomery, L. (2008) ‘Consumer co-creation and situated creativity’ Industry & Innovation, 15(5): 459–74.
  40. Ross, A (2009) Nice Work if you can get it: Life and Labor in Precarious Times. New York University Press: New York.
  41. Stark, D. (2009) Sense of Dissonance: Accounts of Worth in Economic Life. Princeton University Press: Princeton.
  42. Taylor, T. L. (2006) Play Between Worlds: Exploring Online Game Culture. The MIT Press: Cambridge, Mass.
  43. Williamson Shaffer, D. (2008) How Computer Games Help Children Learn. Palgrave Macmillian: New York.
DOI: https://doi.org/10.5334/csci.30 | Journal eISSN: 1836-0416
Language: English
Published on: Jan 1, 2010
Published by: Tallinn, Erfurt University
In partnership with: Paradigm Publishing Services
Publication frequency: 1 issue per year

© 2010 John Banks, Jason Potts, published by Tallinn, Erfurt University
This work is licensed under the Creative Commons Attribution 4.0 License.