Schedule   ::   Lesson 4   ::   Track A Summaries   ::   Track B Summaries


Topic: Revisiting Research, classifications and culture of instructional games.


Readings:


Track A


Tews, R. R. (2001). Chapter 9: Archetypes on acid: Video games and culture. In M. J. P. Wolf (Ed.), The Medium of the Video Game (pp. 169-182). Austin: University of Texas Press.

McMahan, A. (2003). Chapter 3: Immersion, engagement, and presence: A method for analyzing 3-D video games. In M. J. P. Wolf & B. Perron (Eds.), The Video Game Theory Reader (pp. 25-46). New York: Routledge.

Track B


Miller, C. H. (2005). Chapter 11: Video games. In Digital Storytelling: A Creator's Guide to Interactive Entertainment (pp. 209-224). Burlington, MA: Focal Press Elsevier.

Gee, J. P. (2003). Chapter 2: Semiotic domains: Is playing video games a "waste of time"? In What Video Games Have to Teach Us about Learning and Literacy. New York: Palgrave MacMillan.

Both Tracks


Masters, E. L. (1992). Spoon River Anthology (TXT). New York: Signet Classic Penguin Group.

Inform Programming Resources:


Hunter, A. (2005). Zoom Manual (HTML). Retrieved August 15, 2005, from www.logicalshift.demon.co.uk/unix/zoom/

Nelson, G., & Knight, C. (2003). Inform - A design system for interactive fiction (HTML). Retrieved August 15, 2005, from www.inform-fiction.org