Replay: The History of Video Games (96 page)

BOOK: Replay: The History of Video Games
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‘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

Sanders, Myke (2009) ‘Analysis and control of gold farming transaction activities in the online gaming environment’. [Online]
www.gamersrage.com/goldfarming.html
[t accessed: 6 March 2010]

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 and 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

‘9: Don’t do the easy’ (2007)
Hobo Nikkan Itoi Shinbun,
12 September 2007. [Online]
www.1101.com/iwata/2007-09-12.html
[Last accessed: 28 March 2010]

Interview with Nintendo president Satoru Iwata

Alexander, Leigh (2009) ‘Iwata: ‘Essence of fun’ can overcome gap between Japanese, Western culture’.
Gamasutra,
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6 February 2009. [Online]
www.gamasutra.com/view/news/22192/Iwata_Essence_Of_Fun_Can_Overcome_Gap_Between_Japanese_Western_Culture.php
[Last accessed: 13 March 2010]

Nintendo’s president makes the case for simpler games

Annual Report 2000
(2000) Sega Corporation. [Online]
www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2000.pdf
[Last accessed: 29 March 2010]

Sega losses in 1997/98. Converted from yen to US dollars using historical exchange rate data from Odana.com

Asakura, Reiji (2000)
Revolutionaries at Sony
. New York, New York: McGraw-Hill

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]

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