INTERCULTURAL COMMUNICATION, SIMULATION GAMES, AND COMPUTER GAME TECHNOLOGY: REFERENCES

ELAINE M. RAYBOURN
Department of Communication & Journalism, University of New Mexico

Aycock, H. E. (1992, January). Principles of good game design. Compute, 14, 1, 94-98.

Berne, E. (1964). Games people play: The psychology of human relationships. NY: Ballantine Books.

Bunten, D. (1989, December). Computer players don't fly solo anymore. Compute! 11, 12, 34.

Card, O.S. (1991, February). Films can make lousy games. Compute, 13, 2, 54.

Card, O.S. (1991, March). Gameplay: Games with no limits. Compute, 13, 3, 58.

Crawford, C. (1990) Lessons from computer game design. In Brenda Laurel, & Joy S. Mountford (Eds.), The art of human-computer interface design. Reading, MA: Addison-Wesley Publishing Company, Inc. 103-11.

Ellington, H. (1994). Twenty years of simulation/gaming: Reminiscences and thoughts of a Scottish practitioner. Simulation & Gaming, 25, 2, 197-206.

Ferrell, K. (1987, November). The future of computer games: Ten industry leaders speak out. Compute! 9, 11, 14-28.

Funk, J. B. (1993, February). Reevaluating the impact of video games. Clinical Pediatrics, 32, 2, 86-90.

Garson, D. (1994). Computerized simulation in social science: A personal retrospective. Simulation & Gaming, 25, 4, 477-486.

Heim, M. (1993). The metaphysics of virtual reality. NY: Oxford University Press, Inc.

Hollan, J., & Stornetta, S. (1992). Beyond being there. CHI'92, May 3-7. ACM Press, 119-25.

Laurel, B. (1993). Computers as Theatre. Reading, MA: Addison-Wesley Publishing Company.

Laurel, B. K. (1991, November). Strange new worlds of entertainment. Compute! 13, 11, 102-4.

Lederman, L. C. (1994). Give a small child a hammer and soon everything needs hammering. Simulation & Gaming, 25, 2, 215-220.

Meskill, C. (1990). Where in the world of English is Carmen Sandiego? Simulation & Gaming, 21, 4, 457-460.

Millman, H. (1992, January). The games users play. . . Compute, 14, 1, 110.

Myers, D. (1990). A Q-study of game player aesthetics. Simulation & Gaming, 21, 4, 375-396.

Netsel, T. (1990, October). The design game. Compute, 12, 7, 76-80.

Pausch, R., Gold, R. Skelly, T., & Thiel, D. (1994). What HCI designers can learn from video game designers. Proceedings of CHI'94; Boston, Massachusetts, April 24- 28. ACM Press, 177-78.

Pedersen, P. (1995). Simulations: A safe place to take risks in discussing cultural differences. Simulation & Gaming, 26, 2, 201-6.

Shubik, M. (1975). Games for society, business and war: Towards a theory of gaming. Amsterdam: Elsevier Scientific Publishing Company.

Shubik, M. (1989). Gaming: Theory and practice, past and future. Simulation & Games, 20, 2, 194-189.

Sisk, D. A. (1995). Simulation games as training tools. In Sandra M. Fowler and Monica G. Mumford (Eds.) Intercultural sourcebook: Cross-cultural training methods, vol. 1. Yarmouth, Maine: Intercultural Press, Inc. 81-92.

Sproull, L., & Kiesler, S. (1991, September). Computers, networks and work. Scientific American, 755-761.

Taylor, M. (1990). Simulations and adventure games in CALL. Simulation & Gaming, 21, 4, 461-66.

Thatcher, D.(1990). Promoting learning through games and simulations. Simulation & Gaming, 21, 3, 262-73.

Thiagarajan, S. (1994). How I designed a game--and discovered the meaning of life. Simulation & Gaming, 25, 4, 529-36.

Thornburg, D. (1989, July). Computer games are complex and overlooked--but between boredom and anxiety lies the flow. Compute!, 11, 7, 10.

Zuckerman, D. & Horn, R. (1973). The guide to simulation games for education and training. Cambridge, MA: Information Resources.

Elaine M. Raybourn
University of New Mexico
Department of Communication & Journalism
Communication & Journalism Building, Room 235 West
Albuquerque, New Mexico 87131
raybourn@unm.edu

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