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Works Cited P. Zackariasson, M. Walfisz, T. L. Wilson (2006, April 1 . Management of Creativity in Video Game Development: A Case Study !

"nline Article# A$aila%le& 'ttp&((eds.%.e%sco'ost.co)(e'ost(pdf$ie*er(pdf$ie*er+sid,d01-da.f/ad0-/-10e/0cfc/ 11fa22f%.d..3-0session)4r1105$id,25'id,10. T'is article talks a%o6t 'o* %6siness/like t'e creati$e process can %e for t'e 4a)in4 ind6str7, and disc6sses t'e $ario6s t'in4s de$elopers 'a$e to *ei4' and c'oose %ased on c6sto)er *ants, %6siness needs, and p6s'in4 ne* tec'nolo47. T'e a6t'ors )ostl7 disc6ss t'at state of t'e 4a)in4 ind6str7, %6t occasionall7 4i$e so)e detail as to *'at a de$eloper )6st do t'e create one. P. Waelc'li (2010, "cto%er 1 Playing with Process: Video Game Choice as a Model of Behavior !"nline Article# A$aila%le& 'ttp&((eds.%.e%sco'ost.co)(e'ost(pdf$ie*er(pdf$ie*er+ sid,.cc01021/fe.8/-.-a/af1%/d%221e0111063-0session)4r11.5$id,25'id,10. Waelc'li disc6sses 'o* $ideo 4a)es are 6sef6l in $ario6s t7pes of researc' and 'o* i)portant t'e7 are to t'e pop6lar c6lt6re. 9 *ill %e 6sin4 t'is article to 4i$e a fo6ndation for 'o* $ideo 4a)es *ork, as *ell as 'o* a pla7er pla7s one. "t'er t'in4s t'e article disc6sses are t'e s'ared e:perience of 4a)in4 and t'e social en4a4e)ent t'at co)es *it' it. ;. Molten%re7 (200., <o$. 1 !" # C$A%AC"&% !"nline Article# A$aila%le& 'ttp&((eds.%.e%sco'ost.co)(e'ost(pdf$ie*er(pdf$ie*er+sid,e%886%1f/.0ae/-f1d/0ce./ %212%18%8%6.3-0session)4r1125$id,25'id,10. W'ile 9 a) s6re 7o6 'a$e at least 'eard of =ed >s. ?l6e, t'e7 did spa*n an entire ind6str7 of creati$e content %ased on $ideo 4a)es. W'at t'e7 did do in relation to )7 topic is take a $ideo 4a)e and de$elop a lore and stor7 co)pletel7 different fro) *'at t'e7 ori4inall7 'ad. T'e article disc6sses t'eir s6ccess and inno$ation as *ell as t'e ori4ins of t'e series. T'e )a@orit7 of t'e article pertains to t'e creation of t'e series, *'ic' is infor)ation t'at 9 *ill 6se in )7 researc' paper. A. Cass (2002 Mind Games !"nline Article# A$aila%le& 'ttp&((ieee:plore.ieee.or4(sta)p(sta)p.@sp+ tp,5arn6)%er,1000--T'is article disc6sses t'e creation of $ideo 4a)e A9 and 'o* it responds to t'e pla7er. A 4a)e is no f6n if 7o6 can stea) roll o$er e$er7t'in4, so de$elopers create d7na)ic A9 in order to create a c'allen4e. 9 plan on 6sin4 t'is infor)ation to %enefit t'e creati$e process disc6ssion 9 *ill 'a$e in )7 researc' paper. "t'er t'in4s t'is article disc6sses is t'e %alancin4 of A9, t'e different kinds of A9, and t'e flo* c'art A9 6se in order to )ake decisions. C. Beeter, ?. Ma4erko, ?. Medler, C. Ditz4erald (2011, Ma7 81 Game Design and the Challenge' Avoiding( Self'validator Player "ype !"nline# A$aila%le& 'ttp&((4el.)s6.ed6(carrie(p6%lications(Can2-/Aelf/>alidator.pdf T'is article 4oes o$er 'o* to 4et a pla7er to do t'in4s in a 4a)e. 9t )ostl7 foc6ses on pla7ers *'o 'a$e a leanin4 to*ards 4ettin4 t'in4s done *it' no c'allen4e and e:plains 4ood *a7s to 4et t'ese kinds of pla7ers to properl7 interact *it' t'e 4a)e t'e *a7 it *as )eant to %e.

?. C'oi, C. B6an4, A. Ceffre7, E. ?aek (2018, Ma7 1 Development of a scale for fantasy state in digital games !"nline Article# A$aila%le& 'ttp&((sc'olar*orks.%oisestate.ed6(edtec'Ffacp6%s(28( T'is article directl7 disc6sses )7 c'osen topic, so )6c' infor)ation *ill %e co)in4 fro) 'ere. T'e a6t'ors of t'is article %reak do*n fantas7 and *'7 it is so i)portant to a $ideo 4a)e, statin4 t'at it creates in intrinsic $al6e for t'e pla7er and a 4a)e *it'o6t an7 is si)pl7 Gf6ll of a%stract s7)%ols.H 9t 4i$es - %asic pieces t'at )ake 6p fantas7& 9dentification, i)a4ination, analo47, and satisfaction. Isin4 t'ese, t'e7 state, t'e7 can descri%e *'at )akes 6p fantas7 in a di4ital 4a)e and plan accordin4l7 to its de$elop)ent. C. Za4al, M. Mateas (2010, A646st 1. "ime in Video Games: A Survey and Anaysis !"nline Article# A$aila%le& 'ttp&((sa4.sa4ep6%.co)(content(earl7(2010(02(22(10-602011082..1T'e a6t'ors 4o o$er t'e different ti)e e:periences a 4a)e offers t'e pla7er and 4a)e *orld 6sin4 e:a)ples s6c' as Ani)al Crossin4 and Ci$ilization. T'e7 e:plain 'o* so)e 4a)es 6se real ti)e e$ents and real *orld ti)e to 'andle scenarios, *'ere ot'er 4a)es )a7 ad$ance ti)e %ased on e$ents t'at 'appen d6e to t'e pla7er. T'e7 e:plain t'at so)e 4a)es s'orten ti)e 4reatl7, )akin4 )illenia flas' %7 in a fe* 'o6rs. T'is is 6sef6l infor)ation to e:plain t'e 6ses of ti)e in a $ideo 4a)e and its effect on t'e lore and 4a)e*orld infor)ation. Jpic<a)e?ro (2012 K Present Lark Ao6ls Lore !9nternet >ideo Aeries# A$aila%le& 'ttp&((***.7o6t6%e.co)(pla7list+list,PL-02.L?A110J?J1?1 T'is is a collection of t'o64'ts and facts on t'e Lark Ao6ls lore. Jpic<a)e?ro is one of t'e top na)es in t'e GAo6lsH co))6nit7 and 'as done )6c' researc' into t'e 4a)eMs infor)ation and creators piecin4 to4et'er a credi%le, co'erent plotline. 9 plan to 6se t'is infor)ation as an e:a)ple and 46ide to t'e creation of lore. >aati>id7a (Circa 2018 Lark Ao6ls Lore !9nternet >ideo Aeries# A$aila%le& 'ttp&((***.7o6t6%e.co)(pla7list+list,PLWLedd0Z*8c.=CN%oIsP*BsZClN?2CzCz >aati >id7a is anot'er, *ell respected indi$id6al *it' close ties to t'e de$elopers of t'e GAo6lsH series, %ein4 a%le to 4et earl7 access to ne*er 4a)es and accessi%ilit7 to t'e 4a)es en4ine and 'idden content, allo*in4 'i) to 6nco$er )ore a%o6t t'e 4a)e t'an t'ro64' standard )eans. Bis opinions on t'e lore $ar7 sli4'tl7 fro) ot'er )e)%ers of t'e co))6nit7, and act as a 4ood contrast to s'o* 'o* 4a)es can %e )ade $er7 open to interpretation. A4ain, 9 plan on 6sin4 t'is as a so6rce of fact6al infor)ation as *ell as e:a)ples and 46ides to t'e creation of lore and its O6alit7. A. P6nra@, A =6iz, A. Eork (2010, Lece)%er 81 Designing Games for &thics: Models( "echni)ues and #ramewor*s c'apter 16 Power to the People: Anti' ppresive Game Design !# A$aila%le& 'ttp&((***.)etrac.or4(reso6rces(do*nloads(po*er.to.t'e.people.c'apter.pdf

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