[1] “Pikmin Promotional Brochure,’’ 2001.
[2] “Nintendo’s Shigeru Miyamoto and Eiji Aonuma Interview at D.I.C.E. Summit 2003,’’, 2003.
[3] Aarseth, E. J., Cybertext: Perspectives on Ergodic Literature. Baltimore, Maryland: John Hopkins University, 1997.
[4] Alexander, C., Ishikawa, S., and Silverstein, M., A Pattern Language: Towns, Buildings, Construction. Oxford University, 1977.
[5] Atari, Missile Command. 1980. Arcade game.
[6] Atkinson, B., HyperCard. Apple, 1987. Macintosh software.
[7] Austin, A., Bridge Builder. 2000. PC game.
[8] Blizzard, StarCraft. 1990. PC game.
[9] Borges, J. L., Labyrinths: Selected Stories and Other Writings. W.W. Norton & Company, Feb. 1988.
[10] Braitenberg, V., Vehicles: Experiments in Synthetic Psychology. MIT, 1996.
[11] Caillois, R., Man, Play and Games. Urbana, Illinois: University of Illinois, 2001.
[12] Capcom, Street Fighter II. 1991. Arcade game.
[13] Church, D., “Formal Abstract Design Tools,’’ Gamasutra, July 1999.
[14] Colton, S., “Exclusive Miyamoto Interview!,’’, Feb. 2003.
[15] Crawford, C., Erasmatron. Macintosh software.
[16] Crawford, C., Understanding Interactivity.
[17] Cyan, The Manhole. 1987. Macintosh game.
[18] Cyan, Cosmic Osmo and the Worlds Beyond the Mackerel. 1989. Macintosh game.
[19] Cyan, MYST. Brøderbund, Sept. 1993. Macintosh game.
[20] DMA Design, Lemmings. Psygnosis, 1990. PC game.
[21] DMA Design, Grand Theft Auto III. Rockstar Games, Oct. 2001. PlayStation 2 game.
[22] Dolezel, L., Heterocosmica: Fiction and Possible Worlds. Baltimore, Maryland: John Hopkins University, 1998.
[23] Domike, S., Mateas, M., and Vanouse, P., “The Recombinant History Apparatus Presents: Terminal Time,’’ 2002.
[24] Eskelinen, M., “The Gaming Situation,’’ Game Studies, vol. 1, July 2001.
[25] Gingold, C., Emotisketch. 2002. Software prototype.
[26] Gingold, C., Paper. 2002. Software prototype.
[27] Gingold, C., Soude. 2002. Software prototype.
[28] Gingold, C., Squares. 2002. Software prototype.
[29] Gingold, C., Comic Book Dollhouse. 2003. Software application.
[30] Gingold, C. and Lichti, N., “The Storytelling Community of The Sims Exchange.’’ Unpublished manuscript, 2002.
[31] Goodman, D., The Complete HyperCard Handbook. Toronto: Bantam, Sept. 1987.
[32] HAL Laboratory, Inc., Kirby’s Adventure. Nintendo, 1993. NES game.
[33] Higuchi, T., The Visual and Spatial Structure of Landscapes. Cambridge, Massachusetts: MIT, 1983.
[34] id Software, Quake. 1996. PC software.
[35] Jaleco, Avenging Spirit. 1991. Arcade game.
[36] Kent, S. L., The Ultimate History of Video Games. Roseville, CA: Prima, 2001.
[37] Knoll, T., Photoshop. Adobe, Feb. 1990. Macintosh software.
[38] Kurlander, D. and Skelly, T., “Comic Chat,’’ SIGGRAPH, 1996.
[39] Loftus, G. R. and Loftus, E. F., Mind At Play: The Psychology of Video Games. New York: Basic Books, 1983.
[40] Lynch, K., The Image of the City. Cambridge, Massachusetts: MIT, 1960.
[41] Mateas, M., Interactive Drama, Art and Artificial Intelligence. PhD thesis, Carnegie Mellon University, Dec. 2002.
[41b] Mateas, M., and Stern, A. Façade. Expected release date: 2004. Interactive drama.
[42] Maxis, SimCity. Brøderbund, 1989.
[43] Maxis, SimEarth: The Living Planet. 1990.
[44] Maxis, SimAnt: The Electronic Ant Colony. 1991.
[45] Maxis, The Sims. Electronic Arts, 2000. PC game.
[46] Maxis, The Sims Online. Electronic Arts, Dec. 2002. PC game.
[47] McCloud, S., Understanding Comics. New York: HarperPerennial, 1994.
[48] McCloud, S., “Choose Your Own Carl,’’ 2001.
[49] McHale, B., Postmodernist Fiction. London: Routledge, 1996.
[50] Meretzky, S., Planetfall. Infocom, 1983. PC software.
[51] Murray, J. H., Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: The Free Press, 1997.
[52] Namco, Pac Man. 1981. Arcade game.
[53] Nintendo, Donkey Kong. 1981. Arcade game.
[54] Nintendo, Super Mario Bros. Sept. 1985. NES game.
[55] Nintendo, The Legend Of Zelda. 1987. NES game.
[56] Nintendo, Super Mario Bros. 3. Feb. 1990. NES game.
[57] Nintendo, Super Mario 64. June 1996. Nintendo 64 game.
[58] Nintendo, Animal Crossing. Sept. 2002. GameCube game.
[59] Nintendo, Super Mario Sunshine. July 2002. GameCube game.
[60] Pajitnov, A., Tetris. 1985. PC game.
[61] Papert, S., Mindstorms: Children, Computers, and Powerful Ideas. New York: Basic Books, 1980.
[62] Pearce, C., “Sims, BattleBots, Cellular Automata, God and Go: A Conversation with Will Wright,’’ Game Studies, vol. 2, July 2002.
[63] Perlin, K., Emotive Actors. Java applet.
[64] Perlin, K., Facial Nuance. Java applet.
[65] Perlin, K., “Implementing Procedural Personality Effects Over a 3D Model,’’ Game Developers Conference, 2002.
[66] Ramis, H., Groundhog Day. 1993.
[67] Rouse III, R., Game Design: Theory & Practice. Plano, Texas: Wordware, 2001.
[68] Ryan, M. L., Possible Worlds, Artificial Intelligence, and Narrative Theory. Bloomington, Indiana: Indiana University, 1991.
[69] Ryan, M. L., “Beyond Myth and Metaphor: The Case of Narrative in Digital Media,’’ Game Studies, vol. 1, July 2001.
[70] Sakai, T., Lonely Time. 2001. Macintosh game.
[71] Sakamoto, R., Nakao, K., Sumi, Y., and Mase, K., “Representing Individual Experiences through Comic,’’ The 15th Annual Conference of Japanese Society for Artificial Intelligence, 2001.
[72] Sheff, D., Game Over: Press Start to Continue. Wilton, CT: GamePress, 1999.
[73] Sieberg, D., “The World According to Will,’’ Salon, Feb. 2000.
[74] Slawson, D. A., Secret Teachings in the Art of Japanese Gardens. Tokyo: Kodansha, 1987.
[75] SquareSoft, Final Fantasy VII. Sony Computer Entertainment America, 1997. PlayStation game.
[76] SquareSoft, Final Fantasy VIII. Square/Electronic Arts, 1999. PlayStation game.
[77] Taito, Puzzle Bobble. 1994. Arcade game.
[78] Treasure, Ikaruga. 2001. Arcade game.
[79] Turkle, S., The Second Self: Computers and the Human Spirit. New York: Touchstone, 1985.
[80] Turner, S. T., The Creative Process: A Computer Model of Storytelling and Creativity. Lawrence Erlbaum Assoc., Aug. 1994.
[81] Uspensky, B., A Poetics of Composition: The Structure of the Artistic Text and Typology of a Compositional Form. Berkeley, CA: University of California, 1973.
[82] Weizenbaum, J., “ELIZA: A Computer Program For the Study of Natural Language Communication Between Man and Machine,’’ Communications of the ACM [Association for Computing Machinery], vol. 9, pp. 36–45, Jan. 1966.
[83] Zhao, Q., Penjing: Worlds of Wonderment. Athens, GA: Venus Communications, 1998.
Prev Table of Contents Next →
Miniature Gardens & Magic Crayons Chaim Gingold © 2003