Literature
The bibliography for this dissertation is continuously updated and can be downloaded: bibliography.bib. The works listed below were selected as being of higher relevance for my work and usually contain reading notes.
Title | Authors | Tags | Year |
---|---|---|---|
Hadōken! | Jacob Birken | 2022 | |
Through the Ludic Glass: Making Sense of Video Games as Algorithmic Spectacles | Sonia Fizek | 2022 | |
Screen Images In-Game Photography, Screenshot, Screencast | Winfried Gerling, Sebastian Möring, Marco De Mutiis | cultural studies, game studies, film studies, game art, in-game photography, media art, media studies, photography, photography research, science and technology studies, screencast, screenshot, visual culture | 2022 |
Assembling Auras: Towards a Methodology for the Preservation and Study of Video Games as Cultural Heritage Artefacts | Dany Guay-Bélanger | 2022 | |
How to analyse a Video game from a historical, source-critical perspective: The HGP-Method | Eugen Pfister, Arno Görgen | Methodology, Video Game Analysis, Horror Game Politics | 2022 |
Videospiele | Jacob Birken | Computerspiel, Videospiel | 2021 |
Street Fighter II, paper trails | Fabien Sanglard | 2021 | |
OPEN HISTORY | Stefan Höltgen | media archaeology, Retrocomputing, 000 Informatik, Informationswissenschaft, allgemeine Werke, computer archaeology, computer history, Computerarchäologie, Computergeschichte, Medienarchäologie, retro computing, SR 800 | 2020 |
Critical code studies | Mark C. Marino | Rhetoric, Coding theory Philosophy, Computer software Social aspects, Hermeneutik, Programmanalyse, New Media Theory, Programming languages | 2020 |
Digitale Spiele und Geschichte: ein kurzer Leitfaden für Studentinnen, Forscherinnen und Geschichtsinteressierte | Eugen Pfister, Tobias Winnerling | Video Game History | 2020 |
Introduction to game analysis | Clara Fernández-Vara | Social aspects, Design, Psychological aspects, Video games, Evaluation | 2019 |
Playing the Humanities: Feminist Game Studies and Public Discourse | Anastasia Salter, Bridget Blodgett | 2018 | |
In-Game Photographie: Die Bildwirklichkeit von Computerspiel-Screenshots | Addrich Mauch | 2017 | |
How to Look at Atmosphere in Video Games – Studies in Visual Cultures – ENG 705 | Kristian Saflor | 2017 | |
Die rhetorische Designanalyse und Buchanans ›Design-Argument‹ – am Beispiel des Lego Star Wars AT-AT Walker 4483 | Arne Scheuermann | 2017 | |
A Theory of Persuasive Computer Algorithms for Rhetorical Code Studies | Estee Beck | 2016 | |
Visual methodologies: an introduction to researching with visual materials | Gillian Rose | Media Studies, Visual Literacy, Visual Analysis, Visual Studies | 2016 |
Source Code and Formal Analysis: A Hermeneutic Reading of Passage | Ea Christina Willumsen | authorial intent, authorship, formal analysis, Source code | 2016 |
The Game FAVR: A Framework for the Analysis of Visual Representation in Video Games | Dominic Arsenault, Pierre-Marc Côté, Audrey Larochelle | 2015 | |
Design Rhetoric: Studying the Effects of Designed Objects | Annina Schneller | 2015 | |
Shift-Restore-Escape: Retrocomputing und Computerarchäologie | History, Social aspects, Computer games, Computer graphics, Computer software, Computer input-output equipment, Computer simulation, Digital computer simulation, Electronic digital computers, Hybrid computers, Microcomputers | 2014 | |
The routledge companion to video game studies | Social aspects, GAMES / Video & Electronic, SOCIAL SCIENCE / Media Studies, SOCIAL SCIENCE / Popular Culture, Video games, Video games industry | 2014 | |
Critical Code Studies › electronic book review | Mark C. Marino | 2012 | |
Video Game Spaces: Image, Play, and Structure in 3D Worlds | Nitsche, Michael | video games, Video games, Affichage tridimensionnel, Electronic resource, Jeux vidéo, three-dimensional, Three-dimensional display systems, Video Games | 2009 |
Software studies: a lexicon | Computers and civilization, Computer software, Encyclopedias, Lexicography, Technology and the arts, Programming languages | 2008 | |
Making the Water Move: Techno-Historic Limits in the Game Aesthetics of Myst and Doom | Andrew Hutchison | artificial intelligence, aesthetics, AI., Doom, games, historical, Moore’s law, Myst, rendering, technical | 2008 |
Cybertext, Perspectives on Ergodic Literature | Judy Malloy, Espen J. Aarseth | 1998 | |
Cybertext: perspectives on ergodic literature | Espen J. Aarseth | Communication and technology, Data processing, Discourse analysis, Literary, Literature and technology, game sound, game studies, Cybertext | 1997 |
A Pixel is not a Little Square | Alvy Ray Smith | 1995 |