24. Second Lives
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China bans video games, including FIFA 2005
Ahonen, Tomi T. and O’Reilly, Jim (2007) Digital Korea. London, UK: Futuretext
Overview of South Korea’s embrace of the internet, including a look at its online gaming culture
‘Average monthly wages of staff and workers 1978-2007’ (2008) China Statistical Yearbook. [Online] www.stats.gov.cn [Last accessed: 13 March 2010]
The figures on the average earnings of Chinese workers
Bigpoint (2008) ‘Bigpoint, Europe’s leading multiplayer game publisher, expands into US market with rapid-fire launch schedule’. [Press release] 3 December 2008 [Online] www.marketwire.com/press-release/Bigpoint-Europes-Leading-Multiplayer-Game-Publisher-Expands-Into-US-Market-With-Rapid-926487.htm [Last accessed: 13 March 2010]
Background on German online games publisher Bigpoint
Bolande, M. Asher (1997) ‘Patriotic computer games hope to win over China’s youth’. The Nation, Bangkok, Thailand. 21 May 1997, pB4.
China’s pre-internet game scene
Castronova, Edward (2002) ‘Virtual worlds: A first-hand account of market and society on the Cyberian Frontier’. In: Salen, Katie and Zimmerman, Eric (editors) (2006) The Game Design Reader: A Rules of Play Anthology. Cambridge, Massachusetts: The MIT Press
Edward Castronova’s groundbreaking study of EverQuest’s economy
‘China censors online video games’ (2004) BBC News Online. 1 June 2004. [Online] http://news.bbc.co.uk/1/hi/technology/3766023.stm [Last accessed: 13 March 2010]
Chinese government censors online games
Heeks, Richard (2008) ‘Current analysis and future research agenda on ‘gold farming’: Real-world production in developing countries for the virtual economies of online games’. Development Informatics, working paper 32, Institute for Development Policy and Management, University of Manchester. [Online] www.sed.manchester.ac.uk/idpm/research/publications/wp/di/di_wp32.htm [Last accessed: 13 March 2010]
Research into gold farming and its effects
Jansen, Marius B. (2000) The Making of Modern Japan. Cambridge, Massachusetts: Belknap Press, Harvard University Press
Historical background on Japan’s relationship with Korea and China
Jenkins, David (2009) ‘Chinese online games market grew 63% in 2008’. Gamasutra, 9 April 2009. [Online] www.gamasutra.com/php-bin/news_index.php?story=23133 [Last accessed: 13 March 2010]
News report on the growth of the Chinese video game business
Kim, Min-kyu and Park, Tae-soon (2006) Between Cnsorship and Rating: State of Global Screening Systems. Seoul, South Korea: Korea Game Development Institute
White paper examining efforts to censor and control the content of video games
Korea Game Development & Promotion Institute (2002) The Rise of Korean Games.
Report on South Korea’s game industry
Korea Game Development & Promotion Institute (2004) Trends in Game Immersion (Addiction) According to Changes in Game Environments and Their Significance.
Research into levels of game playing in South Korea
Korea Game Development & Promotion Institute (2005) The Rise of Korean Games: Guide to Korean Game Industry and Culture 2005.
Report on South Korea’s game industry
Korea Game Development & Promotion Institute (2006) The Rise of Korean Games: Guide to Korean Game Industry and Culture 2006.
Report on South Korea’s game industry
‘Lei Feng becomes online game hero’ (2006) China View, 16 March 2006. [Online] http://news.xinhuanet.com/english/2006-03/16/content_4308138.htm [Last accessed: 13 March 2010]
News story on the Chinese game Learn from Lei Feng Online
Roberts, Dexter (1996) ‘Let a hundred Chinese video games bloom’. Business Week, 23 December 1996. [Online] www.businessweek.com/1996/52/b35076.htm [Last accessed: 13 March 2010]
News report on Chinese government investment in video games
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Research into gold farming
‘Swedish video game banned for harming China’s sovereignty’ (2004) China Daily, 29 May 2004. [Online] www.chinadaily.com.cn/english/doc/2004-05/29/content_334845.htm [Last accessed: 13 March 2010]
China bans Hearts of Iron
‘The Professionals’ (2003) GamesTM, Issue 5, May 2003, pp44-49
Feature on professional gaming that compares the US, European and South Korean scenes
25. Little Computer People
Alexander, Christopher et al (1977) A Pattern Language. New York, New York: Oxford University Press
The architectural theory book that inspired The Sims
‘Big trouble in LittleBigPlanet’ (2009) Edge, Issue 197, January 2009, pp8-11
Report on volume of LittleBigPlanet player creations that breach copyright law
Brown, Damon (2008) Porn & Pong: How Grand Theft Auto, Tomb Raider and Other Sexy Games Changed Our Culture. Port Townsend, Washington: Feral House
The Hot Coffee controversy
‘Building a better world’ (2008) GamesTM, Issue 68, March 2008, pp14-15
Interview with Thomas Vu, producer of Spore
Chaplin, Heather and Ruby, Aaron (2005) Smartbomb: The Quest for Art, Entertainment and Big Bucks in the Videogame Revolution. 2006 paperback edition. Chapel Hill, North Carolina: Algonquin Books
Profile of Will Wright
DeMariusel (2008) Spore: The Evolution. Roseville, California: Prima Games
Overview of the creation of Will Wright’s Spore, including details of the influence of social networks on the game
Hill, Steve (2004) ‘Hooray for Hollywood…The Movies’. PC Zone, Issue 141, May 2004, pp46-48
Preview of Peter Molyneux’s machinima-inspired The Movies
Hölldobler, Bert and Wilson, Edward O. (1990) The Ants. London, UK: Springer-Verlag
The encyclopaedic guide to ant biology that inspired Will Wright’s Sim Ant and indirectly influenced The Sims
Kutner, Lawrence and Olson, Cheryl K. (2008) Grand Theft Childhood: The Surprising Truth About Violent Video Games. New York, New York: Simon & Schuster
Covers the Hot Coffee controversy
‘LittleBigPlanet community reaches one million creates’ (2009) PlayStation Blog, 22 July 2009. [Online] http://blog.us.playstation.com/2009/07/littlebigplanet-community-reaches-one-million-creations [Last accessed: 7 March 2010]
LittleBigPlanet player creations pass the million mark
McLean-Foreman, John (2001) ‘Interview with Minh Le’. Gamasutra, 30 May 2001. [Online] www.gamasutra.com/view/feature/3072/interview_with_minh_le.php [Last accessed: 7 March 2010]
Interview with the co-creator of Counter-Strike
Musgrove, Mike (2005) ‘Game turns players into indie moviemakers’. The Washington Post, 1 December 2005. [Online] www.washingtonpost.com/wp-dyn/content/article/2005/11/30/AR2005113002117.html [Last accessed: 13 March 2010]
The Movies and the machinima film The French Democracy
Salen, Katie (2002) ‘Telefragging monster movies’. In: King, Lucien (editor) (2002) Game On: The History and Culture of Videogames. London, UK: Laurence King Publishing
Overview of the machinima movement
Seabrook, John (2006) ‘Game master: Will Wright changed the concept of video games with The Sims. Can he do it again with Spore?’. The New Yorker, 6 November 2006. [Online] www.newyorker.com/archive/2006/11/06/061106fa_fact [Last accessed: 13 March 2010]
Profile of Will Wright
Shoemaker, Richie (2003) ‘Games that changed the world: Counter-Strike’. PC Zone, Issue 125, February 2003, pp134-137
Overview of Counter-Strike an
d its impact
‘The making of Desktop Tower Defense’ (2009) Edge, Issue 206, October 2009, pp104-107
Recounts the birth of the tower defense genre
‘The truth behind the biggest PC game ever’ (2004) Edge, Issue 143, December 2004, pp24-25
Feature on the creation of The Sims
26. All-Access Gaming
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Interview with Nintendo president Satoru Iwata
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Nintendo’s president makes the case for simpler games
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Sega losses in 1997/98. Converted from yen to US dollars using historical exchange rate data from Odana.com
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The history of the PlayStation
Boctok Inc and Fukuda, Miki (editors) (2000) Bit Generation 2000. Kobe, Japan: Kobe Fashion Museum
Background on Nintendo and Japanese video game culture
Caoili, Eric (2009) ‘Iwata: ‘Something is wrong’ with dwindling Japanese console market’. Gamasutra, 5 February 2009. [Online] www.gamasutra.com/view/news/22187/Iwata_Something_Is_Wrong_With_Dwindling_Japanese_Console_Market.php [Last accessed: 13 March 2010]
Nintendo president on the decline of console retail game sales in Japan
Edge Presents Equip: The Insider’s Guide to the Future of the Xbox (2003) Edge Specials Issue 9. Bath, UK: Future Publishing
Details about the Xbox and its hard drive
‘Facing the camera’ (2003) In: Edge Presents Equip: The Insider’s Guide to the Future of the PlayStation 2 (2003), Edge Specials Issue 6. Bath, UK: Future Publishing. pp12-19
The development of the EyeToy
‘Inside…Nintendo Co Ltd’ (2001) Edge, Issue 100, August 2001, pp60-67
Profile of Nintendo
Iwabuchi, Koichi (2002) Recentering Globalization: Popular Culture and Japanese Transnationalism. Durham, North Carolina: Duke University Press.
Examines Japan’s cultural influence in the west and in Asia
Iwata, Satoru (2005) ‘Message from the president’. Nintendo Annual Report 2005. Kyoto, Japan: Nintendo Co. Ltd.
Nintendo’s president sets out the company’s vision for games that appeal beyond existing players
Japan External Trade Organisation (2007) Japanese Video Game Industry. [Research report]
Data on the Japanese video game business
Juul, Jesper (2010) A Casual Revolution: Reinventing Video Games and Their Players. eBook edition. Cambridge, Massachusetts: The MIT Press.
An overview of the audience and development of ‘casual’ video games
Kalata, Kurt (no date) ‘Segagaga – Dreamcast (2001)’. Hardcore Gaming 101. [Online] http://hg101.kontek.net/segagaga/segagaga.htm [Last accessed: 7 March 2010]
A retrospective look at Segagaga
Kelts, Roland (2006) Japanamerica: How Japanese Pop Culture has Invaded the U.S.. 2007 paperback edition. New York, New York: Palgrave Macmillan
The influence of Japan on American culture
Kent, Steven L. (2001) The Ultimate History of Video Games. New York, New York: Three Rivers Press
Mentions Nintendo’s early exploration of motion control during the development of the Nintendo 64
Keveney, Bill (1998) ‘Japan’s latest export to U.S.: Pokemon’. Milwaukee Journal Sentinel, 18 February 1998, p8B
Pokémon reaches the USA
Kim, Tom (2008) ‘Eye to eye – The history of the EyeToy’. Gamasutra, 6 November 2008. [Online] www.gamasutra.com/php-bin/news_index.php?story=20975 [last accessed: 7 March 2010]
The development and impact of the EyeToy
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Pokémon’s significance and Japan’s video game culture
Kohler, Chris (2005) Power-Up: How Japanese Video Games Gave the World an Extra Life. Indianapolis, Indiana: BradyGames
Overview of Japanese video games, including Pokémon
Larimer, Tim (1999) ‘The ultimate game freak’. Time Asia, Volume 154, No. 20, 22 November 1999. [Online] www.time.com/time/asia/magazine/99/1122/pokemon6.fullinterview1.html [Last accessed: 14 March 2010]
Interview with Satoshi Tajiri, the creator of Pokémon
‘Making Waves’ (2005) Edge, Issue 156, December 2005, pp82-89
An early pre-release look at the Wii, when it was still being called the Revolution
Molokh (2009) ‘Interview d’Okano Tatsu’. [In French] Dream-Storming Mag, Issue 9, pp7-8. [Online] http://sd-1.archive-host.com/membres/up/107817311824861617/DSMagn9-SGGG.pdf [Last accessed: 28 March 2010]
Information about Segagaga
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Biography of the Nintendo president
‘Nintendo stands firm with Revolution’ (2005) GamesTM, Issue 34, July 2005, p14
Early reactions to the Wii, then still being called the Revolution, ahead of its launch
‘Note perfect’ (2009) GamesTM, Issue 82, April 2009, pp78-83
Interview with music game developers Harmonix and Neversoft
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Report on the success of Pokémon
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Japan’s cultural relations with Asia
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Report on the EyeToy
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Report on the international success of Pokémon and Japan’s rising cultural influence‘Pokemon zaps US cinemas’ (1999) BBC News Online, 15 November 1999. [Online] http://news.bbc.co.uk/1/hi/entertainment/520900.stm [Last accessed: 14 March 2010]
News story on the success of Pokémon: The First Movie
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Figures on the Japanese game industry including the popularity of role-playing games
‘Remote composer’ (2008) Edge, Issue 196, Christmas 2008, pp58-62
Interview with Shigeru Miyamoto
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The development of the Power Glove
Sage, Adam (2009) ‘Console yourself if you can’t afford a DS: a pencil and paper will get your brain working’. The Times, 26 January 2009. London, UK. p4
Research questions the benefits of the Nintendo DS game Dr Kawashima’s Brain Training
‘Saudi Arabia bans Pokemon’ (2001) BBC News Online. 26 March 2001. [Online] http://news.bbc.co.uk/1/hi/world/middle_east/1243307.stm [Last accessed: 28 March 2010]
Fatwa against Pokémon
‘Sega scraps the Dreamcast’ (2001) BBC News Online, 31 January 2001. [Online] http://news.bbc.co.uk/1/hi/business/1145936.stm [Last accessed: 7 March 2010]
Sega stops production of the Dreamcast and abandons the console manufacturing business
&nbs
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Feature on Final Fantasy XIII and a look back at the Japanese role-playing games
‘This is how you make successful games’ (2008) Edge, Issue 191, August 2008, p68-73
Feature on Segagaga
Tobin, Joseph (editor) (2004) Pikachu’s Global Adventure: The Rise and Fall of Pokémon. Durham, North Carolina: Duke University Press
Extensive examination of Pokémon’s global success, meaning and influence
‘Viva la revolution’ (2005) GamesTM, Issue 30, March 2005, pp10-11
Pre-launch report on the Wii while it was still being called the Revolution
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Background on Japan’s 1990s recession
‘Who dares wins’ (2007) Edge, Issue 177, July 2007, pp62-71
Feature on Nintendo’s Wii and how it broke with video game tradition
‘Wiitness the fitness’ (2008) Edge, Issue 185, February 2008, pp12-13
Wii Fit preview
27. The Grooviest Era Of Crime
Barson, Michael and Heller, Steven (2001) Red Scared! The Commie Menace in Propaganda and Popular Culture. San Francisco, California: Chronicle Books
Overview of Cold War US propaganda
Barton, Matt (2008) Dungeons & Desktops. Wellesley, Massachusetts: A K Peters
Background information on The Elder Scrolls series of role-playing games
Birdwell, Ken (1999) ‘The Cabal: Valve’s design process for creating Half-Life’. In: Salen, Katie and Zimmerman, Eric (editors) (2006) The Game Design Reader: A Rules of Play Anthology. Cambridge, Massachusetts: The MIT Press
Valve founder Ken Birdwell looks back on the development of Half-Life
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The UK Parliament debates Grand Theft Auto
Cousins, Mark (2004) The Story of Film. 2008 paperback edition. London, UK: Pavilion Books
Hollywood’s move towards blockbuster movies in the late 1970s and 1980s
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