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Simulation and Story Analysis

Here are the references from my paper to appear at the AISB symposium. The paper itself is under review, but after the formality of citing the 74 references, I thought they were worth a post. As per their style guide, these references are listed in the order of appearance in the body of my paper titled:

Open Problems in Simulation and Story Analysis

REFERENCES

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[2] Interview with Sid Meier, R. Rouse III. Game Design: Theory & Practice. Wordware, 40 (2001).

[3] D. E. Kennerly, Fun is Fine: Toward a Philosophy of Game Design, Joystick101.org, http://finegamedesign.com/fun_is_fine.html (2003).

[4] GDC 2008 Tracks, Game Developers Conference 2008, http://www.gdconf.com/conference/tracks.htm (2008).

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[9] H. Jenkins. Game Design as Narrative Architecture (2004), The Game Design Reader: A Rules of Play Anthology, 670-689 (2006).

[10] J. Schell, Story and Gameplay Are One, Game Developers Conference 2003, http://store.cmpgame.com/product.php?id=960 (2003).

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[14] M. LeBlanc, Designer Perspective: Marc LeBlanc, T. Fullerton, C. Swain, and S. Hoffman, Game Design Workshop, CMP Books, 62-63 (2004).

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[17] Malone, T.W. & Lepper, M.R. Making games fun. A Taxonomy of Intrinsic Motivation for Learning. in Snow, R.E. & Farr, M.J. (ed.) Aptitude, Learning, and Instruction. Vol 3: Conative and Affective Process Analyses, EA (1987) cited in [18].

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[19] O. Sotamaa, Perceptions of Player in Game Design Literature, Situated Play, Proceedings of DiGRA 2007 Conference, http://www.digra.org/dl/db/07311.59383.pdf (2007).

[20] L. Egri, The Art of Dramatic Writing: Its Basis in the Creative Interpretation of Human Motives, Simon and Schuster, New York (1946, 1960).

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[23] D. Freeman, Creating Emotion in Games: The Craft and Art of Emotioneering™, New Riders (2004).

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[27] God of War (video game) (2005), Wikipedia.org, http://en.wikipedia.org/wiki/God_of_War_(video_game) (2008).

[28] Half-Life (1998), Wikipedia.org, http://en.wikipedia.org/wiki/Half-Life (2008).

[29] Ico (2001), Wikipedia.org, http://en.wikipedia.org/wiki/Ico (2001).

[30] M. Mateas, A. Stern, Interaction and Narrative, The Game Design Reader: A Rules of Play Anthology, 642-669 (2006).

[31] Ratchet & Clank: Up Your Arsenal (2004), Wikipedia.org, http://en.wikipedia.org/wiki/Ratchet_&_Clank:_Up_Your_Arsenal (2008).

[32] How to Stop an Exploding Man, Chapter 23, Vol 1, Heroes, NBC Universal (2007), Wikipedia.org, http://en.wikipedia.org/wiki/Heroes_%28TV_series%29 (2008).

[33] Civilization (computer game) (1991), http://en.wikipedia.org/wiki/Civilization_%28computer_game%29 (2008).

[34] C. Camargo, Interesting Complexity: Sid Meier and the Secrets of Game Design, The Association for Computing Machinery, Inc. http://www.acm.org/crossroads/xrds13-2/sidmeier.html (2004).

[35] M. Sakurai, Game Design: Risk and Return, Game Developers Conference 2004, http://store.cmpgame.com/product.php?id=865 (2004).

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[37] Super Mario Bros. (1985) http://en.wikipedia.org/wiki/Super_Mario_Bros (2008).

[38] Lost Cities (1999), BoardGameGeek, http://www.boardgamegeek.com/game/50 (2008).

[39] Reiner Knizia, http://en.wikipedia.org/wiki/Reiner_Knizia (2008).

[40] B. Guerra, Dungeons & Dragons: A Simulated Fantasy, Compute! Issue 123, November 1990, 64, http://atarimagazines.planetmirror.com/compute/issue123/P065_1_DUNGEONS_DRAGONS.php (1990).

[41] D. Kahneman, A. Tversky, Prospect Theory: An Analysis of Decision under Risk, Econometrica, Vol. 47, No. 2, Mar, 1979, 263-292 (1979).

[42] B. Park, Gambling is in My Genes: Correlations between Personality Traits with Biological Basis and Digital Entertainment Choice, Situated Play, Proceedings of DiGRA 2007 Conference, http://www.digra.org/dl/db/07312.03163.pdf (2007).

[43] T. Fullerton, C. Swain, and S. Hoffman, Game Design Workshop, CMP Books, 81 (2004).

[44] R. Garfield, The Design Evolution of Magic: The Gathering (1993, 2003), T. Fullerton, C. Swain, and S. Hoffman, Game Design Workshop, CMP Books, 182-195 (2004).

[45] StarCraft (1998), Wikipedia.org, http://en.wikipedia.org/wiki/StarCraft (1998).

[46] S. Bjork, J. Holopainen, Patterns In Game Design, Charles River Media (2005).

[47] B. Lowe, E. Pacuit, An abstract approach to reasoning about games with mistaken and changing beliefs. Submitted to Australasian Journal of Logic (Under review).

[48] B. Bates, H. Barwood, L. Sheldon, M. Pondsmith, P. Pizer, Story Summit, Game Developers Conference 2003, http://store.cmpgame.com/product.php?id=932 (2003).

[49] S. Kim, The Puzzlemaker’s Survival Kit: Principles, Case Studies and Design Process, Game Developers Conference 2003, http://store.cmpgame.com/product.php?id=1054 (2003).

[50] J.W. Bryant, Drama theory as the behavioural rational in agent-based models, Analyzing Conflict and its Resolution, http://www.ima.org.uk/conflict/papers/Bryant.pdf (2004).

[51] J. D. Beasley, The Mathematics of Games, Oxford University Press, 145 (1989).

[52] E. Berlekamp, J. Conway, R. Guy, Winning Ways for your Mathematical Plays, A K Peters Limited, Second Edition, 151 (2001).

[53] J. Frome, Eight Ways Videogames Generate Emotion, Situated Play, Proceedings of DiGRA 2007 Conference, http://www.digra.org/dl/db/07311.25139.pdf (2007).

[54] Byrne, Ed. Game Level Design. Hingham, MA, USA: Charles River Media, 67 (2004).

[55] E. Lorini, C. Castelfranchi, The cognitive structure of Surprise: looking for basic principles. Topoi: An International Review of Philosophy, 26(1), 133-149. (2007).

[56] D. E. Kennerly. Randomness without Replacement, GameDev.net, http://www.gamedev.net/reference/articles/article2206.asp (2005).

[57] H. P. van Ditmarsch Knowledge Games, Dissertation Series, Institute for Logic, Language & Computation, http://www.illc.uva.nl/Publications/Dissertations/DS-2000-06.text.pdf (2000).

[58] Soul Calibur (1998), Wikipedia.org, http://en.wikipedia.org/wiki/Soul_Calibur (2008).

[59] L. Barriga, Bossy Behavior: Patterns and Techniques in Boss Design, Game Developers Conference 2003, http://store.cmpgame.com/product.php?id=931 (2003).

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[61] M. Csikszentmihalyi. Flow: The Psychology of Optimal Experience, HarperPerennial, 49 (1990).

[62] P. Lemay, Developing a pattern language for flow experiences in video games, Situated Play, Proceedings of DiGRA 2007 Conference, http://www.digra.org/dl/db/07311.53582.pdf (2007).

[63] Elo rating system, Wikipedia.org, http://en.wikipedia.org/wiki/Elo_rating_system (2008)

[64] D. Cook, The Chemistry of Game Design, Gamasutra.com, http://www.gamasutra.com/view/feature/1524/the_chemistry_of_game_design.php (2007).

[65] A. Inoue, S. Ushijima, Around Sigeru Miyamoto: Enactment of "Creator" on Computer Games, Situated Play, Proceedings of DiGRA 2007 Conference, http://www.digra.org/dl/db/07309.19112.pdf (2007)

[66] A. Newell, Unified Theories of Cognition. Cambridge, Massachusetts: Harvard University Press (1990).

[67] M. van Lent, J. Laird, J. Buckman, J. Hartford, S. Houchard, K. Steinkraus, R. Tedrake, Intelligent Agents in Computer Games, American Association in Artificial Intelligence, http://groups.csail.mit.edu/locomotion/publications/aaai99.pdf (1999).

[68] M. LeBlanc, Intuition and Intellect: Deconstructing the Design of Oasis, Game Developers Conference 2005, http://algorithmancy.8kindsoffun.com/Oasis_Lecture.ppt (2005).

[69] S. Swink. Game Feel: The Secret Ingredient. Gamasutra.com, http://www.gamasutra.com/view/feature/2322/game_feel_the_secret_ingredient.php (2007).

[70] W. Wright, Dynamics for Designers, Game Developers Conference 2003, http://www.gamasutra.com/features/20030403/wright_01.shtml (2003).

[71] Indie Game Jam, Game Developers Conference 2004, http://indiegamejam.com/igj2/index.html (2004).

[72] A. Stern, M. Mateas, Toward Building a Fully Realized Interactive Drama, Game Developers Conference 2003, http://store.cmpgame.com/product.php?id=962 (2003).

[73] R. Koster, A Grammar of Gameplay, Austin Game Developers Conference 2005, http://www.theoryoffun.com/grammar/gdc2005.htm (2005).

[74] D. E. Kennerly, Graph Theory for Designers, Massively Multiplayer Game Development 2, Charles River Media (2005).

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