Research

This page contains an informal, loosely-categorized bibliography of works related to my proposed field of study.

Critical Theory

Deleuze, Gilles and Felix Guattari. Anti-Oedipus: Capitalism and Schizophrenia. Minneapolis: University of Minnesota Press, 1983.
Deleuze, Gilles and Felix Guattari. A Thousand Plateaus: Capitalism and Schizophrenia. Minneapolis: University of Minnesota Press, 1987.
Walton, Kendall L. Mimesis as Make-Believe: On The Foundations of the Represenation Arts. Cambridge: Harvard University Press, 2005.

Emergence

Campbell, Jeremy. Grammatical Man

Future Cinema

Anderson, Steve. Soft Cinema: Navigating the Database.
Anderson, Steve. Select and Combine.
Manovich, Lev. The Language of New Media.

Game Design & Game Studies

Aarseth, Espen. Genre Trouble.
Aarseth, Espen. "Computer Game Studies, Year One." Game STudies 1: 1 July 2001.
http://www.gamestudies.org/0101/editorial.html.
Aarseth, Espen. Cybertext: Perspectives on Ergodic Literature. Baltimore: The Johns Hopkins University Press, 1997.
Axelrod, Robert. Evolving New Strategies: The Evolution of Strategies in the Iterated Prisoner's Dilemma.
Bjork, Staffan and Jussi Holopainen. Patterns in Game Design. Hingham, Massachusetts: Charles River Press, 2005.
Callois, Roger. Man, Play and Games. London: Thames and Hudson, 1962.
Frasca, Gonzalo. Ludologists love stories, too: notes from a debate that never took place.
Frasca, Gonzalo. Ludology Meets Narratology: Similitude and differences between (video)games and narrative.
Huizinga, Johan. Homo Ludens. Beacon Press, 1971.
Juul, Jesper. Half Real: Video Games Between Real Rules and Fictional Worlds. Cambridge: MIT Press, 2006.
McGonigal, Jane. SuperGaming: Ubiquitous Play and Performance for Massively Scaled Community.
Salen, Katie and Zimmerman, Eric. Rules of Play: Game Design Fundamentals.

Identity

Csikszentmihalyi, Mihaly and Rochberg-Halton, Eugene. The Meaning of Things: Domestic Symbols and the Self.
McCracken, Grant. Culture and Consumption: New Approaches to the Symbolic Character of Consumer Goods.
McCracken, Grant. Plenitude.
Simmel, George. How is society possible? in D.N. Levine (ed) On Individuality and Social Forms: Selected Writings.

Immersion

Bolter, Jay David and Crusin, Richard. Remediation.
Falk, Jennica; Davenport, Glorianna. Live Role-Playing Games: Implications for Pervasive Gaming.
McGonigal, Jane. A Real Little Game: The Performance of Belief in Pervasive Play.
McGonigal, Jane. 'This Is Not a Game': Immersive Aesthetics and Collective Play.

Interactive/Mediated Narrative

Barry, Barbara; Davenport, Glorianna. Documenting Life: Videography and Common Sense.
Crow, David; Pan, Pengkai; Kam, Lilly; Davenport, Glorianna. M-Views: A System for Location-Based Storytelling.
Davenport, Glorianna. Desire versus Destiny: the question of payoff in narrative.
Jaschko, Susanne. Space-Time Correlations Focused in Film Objects and Interactive Video.
Karahalios, Karrie; Bergstrom, Tony. Visualizing Audio in Group Table Conversation.
Kelliher, Aisling; Mazalek, Ali; Davenport, Glorianna. Documenting Digital Dialogues: Engaging Audience in the Construction of a Collective Documentary Across Time and Space.
Mazalek, Ali; Davenport, Glorianna; Ishii, Hiroshi. Tangible Viewpoints: A Physical Approach to Multimedia Stories.
Nelson, Graham. Natural Language, Semantic Analysis and Interactive Fiction.
Nisi, Valentina; Wood, Alison; Davenport, Glorianna; Oakley, Ian. Hopstory: an Interactive, Location-based Narrative Distributed in Space and Time.
Pope, James. A Future for Hypertext Fiction.
Ventura, David; Brogan, David. Digital Storytelling with DINAH.

Linguistics

de Saussure, Ferdinand. Course in general linguistics.

Network Culture

Boyd, Danah. Friendster and publicly articulated social networks.
Brecht, Bertolt. "The Radio as an Apparatus of Communication." Brecht on Theatre: The Development of an Aesthetic. Ed. and
trans. John Willett. London: Methuen, 1964.
Castells, Manuel. The Rise of the Network Society. Malden: Blackwell Publishers, 1996.
Levy, Pierre. Becoming Virtual.
Liu, Hugo; Maes, Pattie; Davenport, Glorianna. Unraveling the Taste Fabric of Social Networks.
Mitchell, William. Me++: The Cyborg Self and the Networked City. Cambridge: MIT Press, 2003.
Shirky, Clay. "Communities, Audiences, and Scale".
and response by A.K.M. Adam
Wark, McKenzie. A Hacker Manifesto.
Wark, McKenzie. GAM3R 7H30RY.

Play and Performance

Bourriaud, Nicolas. Relational Aesthetics. Trans. Simon Pleasance and Fronza Woods (Dijon: les presses du réel, 2002)
Bourriaud, Nicolas. Post-Production.
Debord, Guy. "Contribution to a Situationist Definition of Play." Trans. Reuben Keehan. Internationale Situationniste #1. June 1958. http://www.cddc.vt.edu/sionline/si/play.html
Debord, Guy. Society of the Spectacle. Trans. Ken Knabb. Oakland: AK Press, 2005.
Debord, Guy, Constant, Asger Jorn, Helmut Sturm, and Maurice Wyckaert. "Situationist Manifesto." Trans. Fabian Thompsett. Internationale Situationniste #4. June 1960.
http://www.cddc.vt.edu/sionline/si/manifesto.html
Goffman, Erving. The Presentation of Self in Everyday Life.
Grant H. Kester, Conversation Pieces: Community & Communication in Modern Art. (Berkeley and Los Angeles: University of California Press, 2004)
Nye, Jeff. Be Real. Play Nice.

Public Space

Bharucha, Rustom. The Limits of the Beyond: Contemporary Art Practice, Intervention and Collaboration in Public Spaces. in Third Text, Volume 21, Issue 4 July 2007, 397-416.

Ubicomp

Bleecker, Julian. A Manifesto for Networked Objects -- Cohabiting with Pigeons, Arphids and Aibos in the Internet of Things.
Mitchell, William J., Me++. The Cyborg Self and the Networked City.
Maes, Pattie et al. Ambient Semantics and Reach Media.
Sterling, Bruce. "The Internet of Things." Keynote lecture for the 2006 Emerging Technologies Conference. San Diego: 6-9 March 2006.
http://www.viridiandesign.org/2006/03/viridian-note-00459-emerging.html