Thursday, October 25, 2007

Bibliography:


Books:

1.
Berger, A. A. (2002). Video games :A popular culture phenomenon. New Brunswick, N.J.: Transaction.
In this book, Berger explores the cultural importance of expanding popularity of video games and points out the effects that could bring out the difference of video games among books , movies, etc. However. It is quite difficult to understand as the points he gave out sometimes do not have much elaboration and evidence, so it seems that it is not too objective.


2.
Earnshaw, R. A., & Vince, J. (2000). Digital media :The future. London; New York: Springer.
This book gives us some brief information of how European thinks about the new media technology. It also talks about the human –computer interaction with global information spaces, which helps us to think about the relationship between human and video games.



3.
Poole, S. (2000). Trigger happy :The inner life of videogames. London: Fourth Estate,p.1-47.
This book gives us a broader sense of video games culture. It discusses what makes video games unique as a brand new art form. It gives us the ideas that video games should be seriously respected, as same as with other forms such as film, painting and literature.This books contains many chapters and each chapters has different ways to look at the video game culture, which can help us to know more from different views of points.

4.
Wiedemann, J. (2001). Digital beauties :2D & 3D computer generated digital models, virtual idols and characters. Koln; London: Taschen.
This book contains many images of 2D and 3 D images of the characters of video games. However, it mainly focuses on the designs of female, but it can help us to understand the intention of the artists and the technique of making the female characters.



Newspaper Articles:

5.
http://uk.reuters.com/article/technologyNews/idUKN2425415820070624?feedType=RSS&rpc=452&sp=true (Retrieved on 24/10/07)

This article brings out a controversial topic of whether designate video game addiction as a mental disorder . It brings out the problems of more people addicting to video games. Seriously, some addicted people have the mental problems. It provides us some ideas of each sides of the decision of treating the video addition as a mental disorder.

6.

http://www.cbsnews.com/stories/2002/10/17/48hours/main525965.shtml (Retrieved on 23/10/07)

This news states the truth that a youngster is too addictive to the video games that he
cannot come out of the reality and finally he get suicide. This helps us to think that who need to bear the responsibility of the death. The addicted youngster? Or the designers of the game? The society?

7.
http://www.informationweek.com/story/showArticle.jhtml?articleID=198701937
(Retrieved on 24/10/07)
It conducts the result of a survey saying that the youth from ages 8 to 18 addicted gamers receive lower grades in school than their peers. It also mentions the amount of time played differs by age and gender with supporting data. I t gives us a prove that how video games affect the young children.



Websites:

8.
http://www.theesa.com/files/2005EssentialFacts.pdf (Retrieved on 20/10/07)
It is a result to the survey. It provides graph and data for us to analyse who plays computer and video games, how long the games have been playing, how long the gamers expect to continue playing. I t also investigates what the top-selling game genres were.



9.
http://www.1up.com/(Retrieved on 20/10/07)

This link is a website mainly focusing on the video games’ world. It posts the updated most popular video games , news, previews and reviews of video games. It really can provide us in-depth information of the video game ‘s world. The most useful part of this website is that the news are particularly about the video games and they are from different newspapers, magazines of the different places, so we can look at different aspects of the game culture.

10.
http://en.wikipedia.org/wiki/Video_game_controversy
(Retrieved on 10/10/07)

This mentions the effect that the video games could bring out to the society. It criticizes the crime and violent of the games, sexuality and nudity of the characters. It also mentions the legislation of different countries to deal with the problems of suspecting the video games.

11.
http://www.jupitermedia.com/corporate/releases/02.11.06-gamerep.html (Retrieved on 20/10/07)
I find it useful as this website states out that the report of Jupiter Research, a division of Jupitermedia Corporation (Nasdaq: JUPM), found that the average console user is already an adult, which is a significant change of the video game culture. The change of age group raises a challenge to the game production company to change the content and promotion strategy.


12.
http://www.cbc.ca/doczone/gamerrevolution.html (Retrieved on 20/10/07)

It is good because it states out the fact that over 800 million people from all over the world are regular players of video games, which is an important data. Most importantly, it is posted on February 1 & 8, 2007, which is very updated information, the video games ‘s world is always changing, so getting the newest data can help us to get in touch of the world of video game. Besides, this is a website of CBC –TV, which is a highly reliable source and the news is always updated.

13.
http://www.informationweek.com/showArticle.jhtml?articleID=188100460
(Retrieved on 20/10/07)

This shows that video and computer games are as attractive to adults as to teens. It also states out that in computer games, strategy games were the biggest sellers, followed by family and children's games.

14.
http://www.ctonet.org/documents/SmithR_GameImpactTheory.pdf

(Retrieved on 18/10/07)


This website identifies five specific forces, which are computer hardware costs, game software power, social acceptance, other industry successes, and native industry experimentation, that cause the video game industry to adopt game technologies for their core products and services.

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