My Master's Thesis:
Theorising Video Game Narrative

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6. Bibliography

Aarseth, Espen J., Cybertext: perspectives on ergodic literature, Baltimore, The Johns Hopkins University Press, 1997.

Aarseth, Espen J., ‘From games to game studies: how to build your own department’, paper presented at the From Space War! to the Ivory Tower conference, May 26, 2003.

Anonymous, ‘Wing Commander IV: the price of freedom review’, Computer games online,, 1996,

Aronson, Linda, Scriptwriting updated: new and conventional ways of writing for the screen, St Leonards, Allen & Unwin, 2000.

Bates, Bob, Game design: the art and business of creating games, Roseville, Prima Publishing, 2001.

Berger, Arthur Asa, Video games: a popular culture phenomenon, New Brunswick, Transaction Publishers, 2002.

Bordwell, David, Narration in the fiction film, Madison, The University of Wisconsin Press, 1985.

Bordwell, David, and Thompson, Kristin, Film art: an introduction, New York, McGraw-Hill, 2001.

Brand, Jeff, Knight, Scott, and Majewski, Jakub, The diverse worlds project, unpublished.

Clayton, Owen, ‘“How appropriate. You fight like a corporation”: consumerism and cultural tourism in the Monkey Island games’, The Scumm Bar,, 2002,

Dancyger, Ken, and Rush, Jeff, Alternative scriptwriting, Boston, Focal Press, 2002.

Eskelinen, Markku, ‘The gaming situation’, Game studies,, vol. 1 no. 1, 2001,

Falstein, Noah, ‘Beyond “save the world”’, Game developer, San Francisco, April 2003, p. 28.

Finn, Mark, ‘Computer games and narrative progression’, M/C: a journal of media and culture,, vol. 3 no. 5, 2000,

Herz, J. C., Joystick nation, London, Abacus, 1997.

Huizinga, Johan, Homo Ludens, Boston, The Beacon Press, 1955.

Jenkins, Henry, and Cassell, Justine (eds.), From Barbie to Mortal Kombat: gender and computer games, Cambridge, The MIT Press, 1999.

Jenkins, Henry, and Chisholm, Alex, Aesthetics of game design,, 2000.

Jenkins, Henry, and Fuller, Mary, Nintendo and new world travel writing: a dialogue,, 1995.

Juul, Jesper, A clash between game and narrative,, 2001.

Juul, Jesper, ‘Games telling stories?’, Game studies,, vol. 1 no. 1, 2001,

Juul, Jesper, Time to play – an examination of game temporality,, 2002.

King, Geoff, and Krzywinska, Tanya (eds.), Screenplay: cinema/videogames/interfaces, London, Wallflower Press, 2002.

Kirksæther, Jørgen, The structure of video game narration,, 1998.

Lancaster, Kurt, Warlocks and warpdrive, Jefferson, McFarland & Company, Inc., 1999.

Lancaster, Kurt, and Mikotowicz, Tom (eds.), Performing the force, Jefferson, McFarland & Company, Inc., 2001.

Laurel, Brenda, Computers as theatre, Reading, Addison-Wesley Publishing Company, 1998.

Maclean, Marie, Narrative as performance, New York, Routledge, 1988.

McKee, Robert, Story, New York, ReganBooks, 1997.

Murray, Janet H., Hamlet on the holodeck: the future of narrative in cyberspace, New York, The Free Press, 1997.

Newman, James, ‘The myth of the ergodic videogame’, Game studies,, vol. 2 no. 1, 2002,

Poole, Steven, Trigger happy: videogames and the entertainment revolution, New York, Arcade Publishing, 2000.

Rouse III, Richard, Game design: theory & practice, Plano, Wordware Publishing, Inc., 2001.

Ryan, Marie-Laure, ‘Beyond myth and metaphor’, Game studies,, vol. 1 no. 1, 2001,

Saltzman, Mark (ed.), Game design: secrets of the sages, Indianapolis, Macmillan Publishing, 2000.

Smith, Greg M. (ed.), On a silver platter: CD-ROMs and the promise of a new technology, New York, New York University Press, 1999.

Talbot, Ben, ‘Compete, command and conquer: playing for space at the international games cultures conference’, Intensities,, no. 2, 2001,

Vogler, Christopher, The writer’s journey, London, Pan Books, 1999.

Walton, Saige, ‘Showcasing the spectacular’, Metro, no. 134, 2002, pp. 234-239.

Wiener, Rex, ‘CD shoots now major league’, Variety, 21-27 August, 1995, p. 24.

Wright, Talmadge, Boria, Eric, and Breidenbach, Paul, ‘Creative player actions in FPS online video games’, Game studies,, vol. 2 no. 2, 2002,

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Copyright 2003 Jakub Majewski