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Articles
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Amory et. al. - Computer Games as a Learning Resource
Game Studies - Articles
Paper by Alan Amory, Kevin Naicker, Jackie Vincent and Claudia Adams evaluating how biology students use computer games and how games can be used in teaching.
Anderson, Craig A. and Karen E. Dill. "Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life"
Game Studies - Articles
Abstract of article showing increased aggression in video game players. Full text by subscription.
Castronova, Edward: Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier
Game Studies - Articles
Abstract of report on the economy of Everquest, arguing that this virtual world has as real an economy as most nation states. Full text by subscription only.
Friedman, Ted. "Making Sense of Software: Computer Games and Interactive Textuality"
Game Studies - Articles
Essay about video games including an analysis of SimCity written by Ted Friedman.
Goldstein, Jeffrey. "Does Playing Violent Video Games Cause Aggressive Behavior?"
Game Studies - Articles
Quick and very sharp critique of the validity of recent research on video games and violence.
Juul, Jesper. "A clash between game and narrative"
Game Studies - Articles
MA thesis by a Danish ludologist arguing that games are not narrative. Links to his other work. 1999.
Kennerly, David. "Fun is Fine: Toward a Philosophy of Game Design"
Game Studies - Articles
Argues that honest game design begins and ends with "fun" considered philosophically.
Klevjer, Rune. "In Defence of Cutscenes"
Game Studies - Articles
Article situating cutscenes in games in relation to popular culture and narrative, arguing against the radical ludologist position that they are extraneous.
Pargman, Daniel. "Code begets community"
Game Studies - Articles
Extracts of a PhD thesis on SvenskMUD and the management of a virtual gaming community.
Richard A. Bartle. "Players Who Suit MUDs"
Game Studies - Articles
Discusses whether MUDs are games, pass times, sports or entertainments and suggests four kinds of player: achiever, explorer, socializer or killer.
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