30
Ducheneaut, Nicolas, Nicholas Yee, Eric Nickell, and Robert J. Moore. “Alone Together? Exploring the Dynamics of Massively Multiplayer Online Games.” In Conference Proceedings on Human Factors in Computing Systems, CHI 2006, Montreal, Canada, April 22-27, 2006, 407-16.
http://www.nickyee.com/pubs/Ducheneaut,%20Yee,%20Nickell,%20Moore% 20-% 20Alone% 20Together % 20(2006).pdf
.
31
Short, J., E. Williams, and B. Christie.
The Social Psychology of Telecommunications
(London: Wiley, 1976).
32
Morrill, Calvin, David A. Snow, and Cindy H. White.
Together Alone
:
Personal Relationships in Public Spaces
(Berkeley: University of California Press, 2005). The term “alone together” in the gaming context is inspired by this social theory text, which describes “social ties that paradoxically blend aspects of durability and brevity, of emotional closeness and distance, of being together and alone.”
36
Ito, Mizuko, et al.
Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media
(Cambridge: MIT Press, 2009), 195.
CHAPTER 6
8
Seligman,
Learned Optimism
, 287.
11
Paul Pearsall.
Awe: The Delights and Dangers of Our Eleventh Emotion
(Deerfield Beach, Florida: HCI, 2007), 193.
12
Keltner,
Born to Be Good
, 268.
14
Kuhrcke, Tim, Christoph Klimmt, and Peter Vorderer. “Why Is Virtual Fighting Fun? Motivational Predictors of Exposure to Violent Video Games.” Paper presented at the annual meeting of the International Communication Association, Dresden, Germany, May 25, 2009.
http://www.allacademic.com/meta/p91358_index.html
.
20
“Watch New
Halo 3
Ad,” Joystiq.
22
Leith, “
Halo 3
: Blown Away.”
32
Huizinga, Johan.
Homo Ludens
(Boston: Beacon Press, 1971), 446.
33
Gentile, Douglas A., Craig A. Anderson, Shintaro Yukawa, et al. “The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies.”
Personality and Social Psychology Bulletin
, 2009, 35: 752-63.
35
Maslow, Abraham.
Motivation and Personality
(New York: Harper Collins, 1987), 113.
CHAPTER 7
4
For example, the alternate reality game Why So Serious? by 42 Entertainment for
The Dark Knight
achieved an audience of more than 10 million people, according to the viral
Dark Knight
“Why So Serious?” case study. (viewable at
http://www.youtube.com/watch?v=cD-HRI-N3Lg
). The huge success of this ARG can be attributed not only to excellent game design, but also to the global popularity of the
Batman
movie franchise with which the game was linked.
5
Ito, Mizuko, Heather A. Horst, Matteo Bittanti, Danah Boyd, Becky Herr-Stephenson, Patricia G. Lange, C. J. Pascoe, and Laura Robinson, et al. “Living and Learning with New Media: Summary of Findings from the Digital Youth Project.” White paper, The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning, November 2008.
http://digitalyouth.ischool.berkeley.edu/report
.
7
King, Nigel S. “Post-Concussion Syndrome: Clarity Amid the Controversy?”
British Journal of Psychiatry
, 2003, 183: 276-78.
10
DeKoven, Bernie. “Creating the Play Community.” In
The New Games Book
(Garden City, NY: Doubleday, 1976), 41-42.
CHAPTER 8
2
Seligman,
Learned Optimism
, 17-30.
5
The correct answer is
The Graduate
, for the phrase “Mrs. Robinson, are you trying to seduce me?”
6
Creative submissions work differently from the puzzles; they don’t automatically unlock points while you’re on the plane, because they have to be judged for creative merit by game masters on the ground. It’s a bit of delayed gratification in its current design, but you could easily imagine an updated version that allows travelers waiting at boarding gates or buying tickets online, for example, to browse and rate submissions so that creative submissions would be rated before the players land.
10
Fox, Jesse, and Jeremy N. Bailenson. “Virtual Self-Modeling: The Effects of Vicarious Reinforcement and Identification on Exercise Behaviors.”
Media Psychology
, 2009, 12: 1-25. DOI: 10.1080/15213260802669474.
11
Donath, Judith. “Artificial Pets: Simple Behaviors Elicit Complex Attachments.” In Marc Bekoff, ed.,
The Encyclopedia of Animal Behavior
(Santa Barbara, CA: Greenwood Press, 2004).
CHAPTER 9
2
E-mail interview with Simon Johnson, May 3, 2009.
3
Turner, Victor.
Dramas, Fields, and Metaphors: Symbolic Action in Human Society
(Ithaca: Cornell University Press, 1975), 45.
7
Increased age is associated with negative qualities, such as decreases in stature, power, and cognitive ability, according to Mahzarin Banaji, who led the ageism studies at Harvard University. Published findings include Cunningham, W. A., M. K. Johnson, J. C. Gatenby, J. C. Gore, and M. R. Banaji. “Neural Components of Social Evaluation.”
Journal of Personality and Social Psychology
, 2003, 85: 639-49.
CHAPTER 10