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118Shannon, Claude E., and Warren Weaver. The Mathematical Theory of Communication. Univer- sity of Illinois Press, 1963.Sutton-Smith, Brian. The Ambiguity of Play. Harvard University Press, 2001.Thorburn, David, and Henry Jenkins, eds.Rethinking Media Change: The Aesthetics of Transition. Cambridge, Mass.; London: The MIT Press, 2004.Yee, Nick. “Motivations for Play in Online Games.” CyberPsychology & Behavior 9, no. 6 (2006): 772–75.Digital resourcesGame Studies: The International Journal of Computer Game Research http://gamestudies. org/DiGRA - Digital Games Research Associationhttp://www.digra.orgETC Press http://press.etc.cmu.eduInternational Journal of Role-Playinghttp://ijrp.subcultures.nlNordic Larp - Online Magazinehttps://nordiclarp.orgAsociación Cultural ArsGameshttp://arsgames.netTechnoculture, Art and Games (TAG) Research Centre http://tag.hexagram.caPlataforma e-Adventure (Universidad Com- plutense) http://e-adventure.e-ucm.esImages, Words, and Ideas Research Group (Universidad de Alcalá) http://uah-gipi.orgIndiefence http://indiefence.blogspot.com.es Tweeters@Antonplanells @Ruthso ia @BaltaFM @Placasa @Frascafrasca @OldMith @laracoteron @Jaumeesteve @Ludictador @SantoroMartinaGAME DESIGN AS A CULTURAL DISSEMINATOR · CLARA FERNÁNDEZ VARASmart culture. Analysis of digital trends


































































































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