Bibliografia

Bibliografia

Quella che segue è una sintetica bibliografia  che aggiorneremo il più possibile nel tempo.

La selezione dei saggi è stata realizzata sia dai creatori, sia dai partecipanti al progetto nelle sue varie declinazioni, e rispecchia un’ampia gamma di conoscenze e interessi che crediamo possano essere utili a sviluppare il dialogo sugli argomenti individuati. Siamo alla costante ricerca di suggerimenti per ampliare questa lista che speriamo possa risultare utile a chi seguirà gli sviluppi del progetto.



Aarseth, E., Cybertext: Perspectives on Ergodic Literature, Johns Hopkins University Press, Baltimora, 1997.


Aarseth, E., Doors and perception: fiction vs. simulation in games. In B. Perron, Intermediality: history and theory of the arts, literature and technologies, playing. 9, Spring, 2007, pp. 35–44.

Accordi Rickards M., Vannucchi F., Il videogioco. Mercato, giochi e giocatori, 2013, Mondadori Università.

Alinovi, F., Game Start. Strumenti per comprendere i videogiochi, Springer Italia, Milano, 2011.

Allocca, N., Cartesio e il corpo della mente, Aracne Editrice, Roma 2012.

Antinucci, F., Parola e immagine. Storia di due tecnologie, Laterza, Roma-Bari, 2011.

AoIR - (www.aoir.org) - Association of Internet Researchers.

Arcagni, S., Visioni Digitali, Einaudi, Torino-Milano 2016.

Aristotele, Poetica, Bari, Laterza, 2006.

Balestracci, Duccio. La Festa in Armi. Giostre, tornei e giochi del Medioevo. Bari, Laterza, 2003.

Bissell T., Extra Lives: Why Video Games Matter, 2011, Vintage Books.

Bittanti, M., [FUORI GIOCO]. Sconfinamenti videoludici, in Per una cultura dei videogames. Teorie e prassi del videogiocare, Edizioni Unicopli, Milano, 2002.

Bittanti, M., (a cura di), Per una cultura dei videogames. Teorie e prassi del videogiocare, Edizioni Unicopli, Milano, 2002.

Bittanti M., Per una cultura dei videogames. Teorie e prassi del videogiocare, 2004, Unicopli.

Bittanti, M., Dal situazionismo internazionale al simulazionismo interattivo. “SimCity”: la simulazione Debord-ante, in Gli strumenti del videogiocare. Logiche, estetiche e (v)ideologie, Costa & Nolan, Milano, 2005.

Bittanti, M., (a cura di), Gli strumenti del videogiocare. Logiche, estetiche e (v)ideologie, Costa & Nolan, Milano, 2005.

Bittanti M., Intermedialità. Videogiochi, cinema, televisione, fumetti, 2008, Unicopli.

Bittanti, M., Siete in un Paese Meraviglioso: la Guida Simulata nel Belpaese, atti di conferenza, DIGRA Italia, Vigamus, Roma, 2017.

Blascovich J., Beilenson J., Infinite Reality. Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution, HarperCollins Publisher, 2011.

Bogost I., Persuasive Games: The Expressive Power of Videogames, 2007, Mit Pr.

Bogost I., How to Do Things With Videogames, 2011, Univ of Minnesota P.

Bolter, J., D., Grusin, R., Remediation: Understanding New Media, MIT Press, Cambridge, 1999.

Brown, E., Cairns, P, A Grounded Investigation of Immersion in Games. Conference on Human Factors in Computing Systems, Vienna, 2004.

Caillois R., I giochi e gli uomini, Bompiani, Milano 2000 (ed. orig. 1958).

Calleja, G., In-game. From Immersion to Incorporation, MIT Press, Cambridge-London, 2011.

Campbell Joseph, The Hero with a Thousand Faces. New World Library, 2008.


Carlson, M., Taylor, L., Me and My Avatar: Player-Character as Fictional Proxy, in Journal of the Philosophy of Games, XX, 2019.

Carrol, N., 
Theorizing the Moving Image, Cambridge University Press, Cambridge, 1996

Cassel, J., Jenkins, H., From Barbie to Mortal Kombat. Gender and computer Games, MIT Press, Cambridge, 1998.

Ceccherelli, A., Oltre la morte. Per una mediologia del videogioco, Liguori Editore, Napoli, 2007


Chalmers, D., The Matrix as Metaphysics, in Philosophers Explore the Matrix, C. Grau, Oxford University Press, Oxford, 2005, pp. 132–176

Chalmers, D., The Virtual and the Real, in Disputatio, Vol. 9, N.46, Nov 2017

Clarke, A., Mitchell, G., Videogames and art, Intellect, Bristol-Chicago, 2007

Cogburn, J., Silcox M., Philosophy through video games, Routledge, Londra-New York, 2009.

Castronova, Edward. Exodus to the Virtual World. Palgrave Macmillian, 2007.


Cavalieri A., Videogiochi e marketing. Brand, strategie e identità videoludiche Copertina flessibile, 2010, Unicopli.

Chatfield T., Fun Inc.: Why Games are the 21st Century's Most Serious Business, 2011, Virgin Books.

Chomsky Noam, Herman Edward S., La Fabbrica del Consenso, Il Saggiatore, 2014.

Clark O., Games As A Service: How Free to Play Design Can Make Better Games, 2014, Routledge.

Consalvo Mia, Cheating: Gaining Advantage in Videogames, MIT Press, Cambridge, MA, 2007.

Consalvo Mia, The Handbook of Internet Studies, Mia Consalvo & Charles Ess (Eds.), Blackwell Publishing, Malden, MA, 2011.

Consalvo Mia & Jason Begy, Players and Their Pets: Gaming Communities from Beta to Sunset, , University of Minnesota Press, Minneapolis, MN, 2015.

Costikyan, Greg. I Have No Words & I Must Design.

Crawford Chris. The Art of Computer Game Design, It was originally published in Berkeley, California by McGraw-Hill/Osborne Media in 1984. The original edition is now out-of-print but from 1997 became available as a free download from a site maintained by Washington State University, Pullman. In 2011 the free download was removed and the text is currently available as a Kindle e-book

(from wikipedia http://en.wikipedia.org/wiki/The_Art_of_Computer_Game_Design ).

Crawford, Chris. Balance of Power. Microsoft Press, 1986.

De Peuter G., Dyer-Witheford N., Games of Empire: Global Capitalism and Video Games, 2013, Univ Of Minnesota Press.

Dovey, J., Kennedy, H., W., Game cultures: computer games as new media, Open University Press, Londra, 2006.

Jos de Mul, Homo Ludens 2.0, in “Contemporary Culture New Directions in Arts and Humanities Research”, Amsterdam University Press, 2013

Jos de Mul, The game of Life: Narrative and ludic identity formation in computer games, in “Games as Cultural Phenomenon”, Part V.

Despain, Wendy (edited by). Writing for Video Game Genres. AK Peters, 2009.

Despain, Wendy (edited by). Professional Techniques for Video Game Writing. AK Peters, 2008.

DIGRA - (www.digra.org) - International association for academics and professionals who research digital games and associated phenomena. 

Dille, Flint and Zuur Platten John. The ultimate guide to Videogame writing and design. Lone Eagle Publishing Company, 2007.

Dodsworth, Clark Jr. Digital Illusion. ACM Press-SIGGRAPH Series, 1998.

Egenfeldt-Nielsen, S., Smith, J.H., Tosca, S.P., Understanding video games. The essential introduction, New York - Londra, Routledge, 2008.

Feyles M., Videogiochi, in Parole chiave della nuova estetica a cura di R. Finocchi, e D. Guastini, Carocci Editore, Roma, 2011.

Fink E., Il gioco come simbolo del mondo, Lerici Editore, Roma, 1969.

Finkel, Irving L. ed. (2008). Ancient Board Games in Perspective: Papers from the 1990 British Museum colloquium with additional contributions. London: British Museum.

Fullerton, Tracy. Game Design Workshop, second edition. Morgan Kaufmann, 2008.

GAME - (www.gamejournal.it) - The Italian Journal of Game Studies.

Game Studies - (www.gamestudies.org) - Game Studies is a non-profit, open-access, crossdisciplinary journal dedicated to games research.

Gaut, B., Lopes, D., I, The Routledge Companion to Aesthetics, Routledge, Londra-New York, 2001.

Gee, J., P., Video Games and Embodiment, in Games and Culture, Sage Pubblication,Volume 3, Numero 3-4, Luglio 2008, pp. 253-263

Gee, J.P., What video games have to teach us about learning and literacy, Palgrave Macmillan, New York, 2003.

Grau, O., Virtual Art: From Illusion to Immersion, MIT Press, Cambridge, 2003.

Gee, James Paul. Why Videogames Are Good For Your Soul. Common Ground Publishing, 2005.

Giannone M., Romanini M., Ciak! Si gioca. Il rapporto tra cinema e videogiochi, 2012, Universitalia.

Glassner, Andrew. Interactive Storytelling: Techniques for 21st Century Fiction. AK Peters, 2004.

Gold, Rich. The Plenitude: Creativity, Innovation, and Making Stuff. MIT Press, 2007.

Hart B.C., The Evolution and Social Impact of Video Game Economics, 2017, Lexington Books.

Hillis K., Digital Sensations. Space, Identity, and Embodiement in Virtual Reality, University of Minnesota Press,Minneapolis/London 1999.

Hocking, C., Ludonarrative Dissonance in Bioshock, in clicknothing.typepad.com, Ottobre 2007.

Huizinga, J., Homo Ludens: A Study of the Play-Element in Culture, Beacon Press, Boston, 1955. Ed. Italiana: Huizinga, J., Homo ludens, Piccola Biblioteca Einaudi, Torino-Milano, 2002.


Ijsselsteijn, W., Presence in Depth, PhD diss., Eindhoven University of Technology, 2004.

Ijsselsteijn, W., Riva, G., Being There: The Experience of Presence in Mediated Environments. In Being There: Concepts, Effects and Measurements of User Presence in Synthetic Environments, ed. W. Ijsselsteijn and G. Riva, Ios Press, Amsterdam, 2003.

Ince, Steve. Writing for videogames. A&C, 2006.

Iorio Eugenio (a cura di), Ricerca Infosfera Italiana. Università Suor Orsola Benincasa, Napoli, 2018 [https://www.unisob.na.it/eventi/pdf/20180720.pdf]

Isbister K., How Games Move Us: Emotion by Design, 2016, Mit Pr.

Iuppa, Nick, Terry Borst. Story and Simulations for Serious Games. Focal Press, 2007.

Juul, J., A Clash Between Game and Narrative, Digital Arts and Culture Conference, Bergen, Norway, November. Retrieved September 13, 1998.

Juul, J., Half-Real: Video Games between Real Rules and Fictional Worlds, MIT Press, Cambridge, 2005.

Juul, J., The art of failure. An Essay on the Pain of Playing Video Games, MIT Press, Londra-New York, 2013.

Keogh, B., Killing is Harmless. A critical reading of Spec Ops: The Line¸ Stolen Project, Marden, 2012.

Kieran, L., McIver Lopes, D., Imagination, philosophy and the arts, a cura di, Routledge, Londra- New York, 2003.

Klevjer, R., What is the Avatar? Fiction and Embodiment in Avatar-Based Single player Computer Games. PhD diss, University of Bergen, 2007.

Klevjer, R., Enter the Avatar. The phenomenology of prosthetic telepresence in computer games, In H. Fossheim, T. Mandt Larsen, J. R. Sageng, “The Philosophy of Computer Games”, Springer, Dordrecht, 2012.

Klevjer, R., In Defense of Cutscenes, relazione presentata durante la “Computer Games and Digital Cultures Conference”, Tampere, Finlandia, 2002.


Kirkpatrick G., Aesthetic Theory and the Video Game, 2011, Manchester Univ Pr.

Kafai, Yasmin B. Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming. MIT Press, 2008.

Kent, Stephen L. The Ultimate History of Video Games. Prima Publishing, 2001.

Koster, Raph. A Theory of Fun for Game Design. Paraglyph Press, 2000.

Lopes McIver, D., A Philosophy of Computer Art, Routledge, Londra-New York, 2010.

Lopes McIver, D., The Ontology of Interactive Art. In The Journal of Aesthetic Education Vol. 35 N.4, 2001, pp. 65–81.

Maietti, M., Semiotica dei videogame, Edizioni Unicopli, Milano, 2004.

Mantovani G., and Riva G., "Real" Presence: How Different Ontologies Generate Different Criteria For Presence, Telepresence, And Virtual Presence. In Presence: Teleoperators And Virtual Environments, 8, 1999, pp. 538-548.

Mäyrä F., An Introduction to Game Studies, Sage Pubblication, Londra, 2008.

McCloud, Scott. Understanding Comics. Kitchen Sink Press, 1994.

McCloud, Scott. Reinventing Comics. Harper Collins, 2000.

McGonigal, Jane. Reality is Broken. Penguin Books. 2011.

McLuhan, Marshall. Understanding Media. MIT Press, 1998.

E. M. Meletinskij, Archetipi letterari, EUM, Macerata 2016.

Melissinos, C., O'Rourke, P., The Art of Video Games. From Pac-man to Mass Effect, Welcome Books, Smithsonian American Art Museum, New York, 2012.

Meskin, A., Robson, J., Videogame and the First Person, in G. Currie, P. Kotako, M. Pokorny, Mimesis: Metaphysics, Cognition, Pragmatics, College Publications, Londra, 2012, pp. 435-464.

Meskin, A., Robson, J, Videogames as Self-Involving Interactive Fictions, in “The Journal of Aesthetics and Art Criticsm”, Volume 74, Issue 2, pp. 165/177, 2016.

Minsky, M., Telepresence, Omni Magazine, 1998.


Montani, P., Bioestetica. Senso comune, tecnica e arte nell'età della globalizzazione, Carocci, Roma, 2007.

Montani, P., L’immaginazione intermediale. Perlustrare, rifigurare, testimoniare il mondo visibile. Laterza, Roma-Bari, 2010.

Montani, P., Tecnologie della sensibilità, Estetica e immaginazione interattiva, Raffaello Cortina Editore, Milano, 2014.

Murray Horowitz, J., Hamlet on the Holodeck: The Future of Narrative in Cyberspace, MIT Press, Cambridge, 1998.

Moore, Alan. Writing for Comics. Avatar, 2010.

Newman, James and Iain Simons. Difficult Questions about Videogames. PublicBeta, 2004.

Newman, J., The Myth of the Ergodic Videogame. Some thoughts on player-character relationships in videogames, in Game Studies, Volume 2, Numero 1, Luglio 2002.

Newman, J., Videogames, Routledge, Londra-New York, 2004.

Nitsche, M., Video Game Spaces: Image, Play, and Structure in 3D Game Worlds, MIT Press, Cambridge, 2008.

Noë, A., Out of Our Heads. Why You are Not Your Brain, and Other Lessons from the Biology of Consciousness, Hill and Wang, New York, 2009.

Noë, A., Varietes of Presence, Harvard University Press, Cambridge, 2012

Phillies George and Tom Vasel, Modern Perspectives on Game Design, Kindle Edition, 2014.

Papale, L., Fazio, L., Teatro e videogiochi. Dall’avatara all’avatar. Edizioni Paguro, Salerno, 2018.

Patridge, S., Video Games and Imaginative Identification¸ in Journal of Aesthetics and Art Criticism, Vol. 75, n. 2, Primavera 2017, pp. 181-184.

Perron, B., Wolf M., J., The video game theory reader 2, Routledge, Londra- New York 2008.

Perla, Peter. The Art of Wargaming. Naval Institute Press, 1990.

Rabin, Steve. Introduction to Game Development. Charles River Media, 2005.

Radford, C., How Can We Be Moved by the Fate of Anna Karenina?, Aristotelian Society 49, 1975, pp. 67–80.

Riolo, M., M., Play Ergo Sum. Un’analisi del videogioco tra finzione, identità e trasporto, Vigamus/UniversItalia, Roma, 2016.


Robson, J., Tavinor, G., The Aesthetics of Videogames, Routledge, Londra-New York, 2018.

Rodríguez-Ardura I., Martínez-Lópezb F., J., Another look at ‘being there’ experiences in digital media: Exploring connections of telepresence with mental imagery, in Computers in Human Behavior Volume 30, Gennaio 2014, pp. 508-518.

Ryan M., L., Avatars of Story, Electronic Mediations, Volume 17, University of Minnesota Press, Minneapolis/Londra 2006.

Ryan, M., L., Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media, Johns Hopkins University Press, Baltimora, 2001.

Rouse, Richard III. Game Design Theory & Practice, 2n edition. Wordware Publishing, 2005.

Rogers, Scott. Level Up! The guide to great video game desig. John Wiley&Sons, 2010.

Sabin, Phil,War Simulating War: Studying Conflict through Simulation Games, Continuum, 2012.

Sagen, J., R., Fossheim, H., Larsen, T., M., The Philosophy of Computer Games, Springer, New York, 2012.

Salen, K., Zimmerman, E., Rules of Play: Game Design Fundamentals, MIT Press, Cambridge, 2003.


Sanchez-Vives, M., V., Slate, M., From presence to consciousness through virtual reality, Nature Reviews Neuroscience 6, 2005, pp. 332–339 .


Sicart, M., Play matters, MIT Press, Cambridge, 2014.


Sicart, M., The ethics of computer game, MIT Press, Cambridge, 2009.


Slater, M., Wilbur, S., A Framework for Immersive Virtual Environments (Five): Speculations on the Role of Presence in Virtual Environments. In PRESENCE: Virtual and Augmented Reality Volume 6, Numero 6, Dicembre 1997, pp.603-616 .


Slater, M., Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire, in PRESENCE: Virtual and Augmented Reality, Volume 8, Numero 5, Ottobre 1999, pp. 560-565.


Steinkuehler, C., A., Williams, D., Where Everybody Knows Your (Screen) Name: Online Games as ‘‘Third Places’’, in Journal of Computer-Mediated Communication, Vol. 11 n.4, 2006, pp. 885-909.


Strawson, P., Intention and Convention in Speech Acts, in Philosophical Review 73, 1964.

Salen, Katie and Eric Zimmerman. Rules of Play: Game Design Fundamentals. MIT Press, 2003.

Schell, Jesse. The Art of Game Design, Burlington (Usa). Morgan Kaufmann, 2008.

Schreier J., Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made, 2017, Harper

Sheldon, Lee. Character Development and Storytelling for Games. Course Technology, 2004.

Tavinor, G., Art and Aesthetics, in The Routledge Companion to video game studies, M. J. P. Wolf, B. Perron, Routledge, New York/Londra, 2014.

Thomasson, A., L., Fiction and Metaphysics, Cambridge University Press, Cambridge, 1999 .

Velleman, D., ‘Bodies, Selves’, American Imago 65, 2008.

Winnicott, W., D., Playing and Reality, Tavistock Publications, 1971 .

Wolf, M., J., P., Theorizing Navigable Spaces in Video Game Worlds in Structure, Sign, and Play, relazione presentata durante il DIGAREC [Digital Games Research Center], University of Potsdam, Germany, 2009.

Wolf M., J., P., Perron B., The Routledge Companion to Video Game Studies, Routledge, Londra-New York, 2014.

Wolf M., J., P., Perron, B., The video game theory reader, Routledge, Londra- New York 2003.

Wollheim, R., Art and its objects, Cambridge University Press, Cambridge, 1980.

Zalta, E., Z., Abstract Objects: An Introduction to Axiomatic Metaphysics, Noûs,  Vol. 21, N. 2, Gennaio, 1987, pp. 270-276.

Zalta, E., Z., The Road Between Pretense Theory and Abstract Object Theory, in T. Hofweber, A. Everett, Empty Names, Fiction, and the Puzzles of Non-Existence. CSLI Publications, Standford, 2000, pp. 117/147.

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