Bibliografia

ITALIANO
AA.VV., “Arte e Videogames”, Skira, 2011
Accordi Rickards Marco, Frignani Paola, “Le professioni del videogioco. Una guida all’inserimento nel settore videoludico”, Tunuè, 2010
Alinovi Francesco, “Mi gioco il cervello. Nascita e furori dei videogiochi”, Licorno, 2000
Aglieri Michele, Tosone Giulio, “Serious game. Un videogioco per educare”, in Ardizzone Paolo, Scurati Cesare (a cura di), “Information Computer Technology”, Unicopli, 2009
Andreoletti Massimiliano, “Videogiochi. Questioni, tassonomie, similitudini”, in “REM. Ricerche su Educazione e Media”, Erickson, II, n° 1, giugno 2010
Andreoletti Massimiliano, “Comunicare la Parola con il videogioco”, in Bonomi Castelli Angela, Di Tullio Maria Grazia, Rosa Alessia (a cura di) “I media per crescere. Laboratori di comunicazione”, Edizioni Paoline, 2009
Andreoletti Massimiliano, “Il videogioco nell’attività formativa”, in Cortoni Ida (a cura di) “Una scuola che comunica – Volume 1”, Centro Studi Erickson, 2009
Andreoletti Massimiliano, “I videogiochi in prospettiva educativa: un laboratorio” (in collaborazione con Giulio Tosone), in AA.VV. “Scuola e didattica”, La Scuola, Aprile 2007, numero 15
Andreoletti Massimiliano, “Game over: ora si fa sul serio!”, in Filippo Ceretti, Damiano Felini, Roberto Giannatelli (a cura di) “Primi passi nella Media Education”, Erickson, 2006
Antoniazzi Anna, “Labirinti elettronici. Letteratura per l’infanzia e videogame”, Apogeo, 2007
Ascione Ciro, “Videogames. Elogio del tempo sprecato”, Minimum Fax, 1999
Bartolomeo Annella, Caravita Simona (a cura di), “Il bambino e i videogiochi. Implicazioni psicologiche ed educative”, Edizioni Carlo Amore, 2004
Benoit Carbone Marco, “Uomini e giochi. Videogiochi e autori tra i media tradizionali e gli orizzonti del digitale”, CLUEB, 2008
Bissell Tom, “Voglia di vincere. Perché i videogames sono importanti”, Isbn Edizioni, 2012
Bittanti Matteo, “L’innovazione tecnoludica. L’era dei videogiochi simbolici (1958-1984)”, Jackson Libri, 1999
Bittanti Matteo, Flanagan Mary, “The sims. Similitudini simboli e simulacri”, Unicopli, 2003
Bittanti Matteo, “Per una cultura dei videogames. Teorie e prassi del videogiocare”, Unicopli, 2004
Bittanti Matteo, “SimCity. Mappando le città virtuali”, Unicopli, 2004
Bittanti Matteo, “Civilization. Storie virtuali, fantasie reali”, Costa & Nolan, 2005
Bittanti Matteo, “Morris Sue, Doom. Giocare in prima persona”, Costa & Nolan, 2005
Bittanti Matteo, “Gli strumenti del videogiocare. Logiche, estetiche e (v)ideologie”, Costa & Nolan, 2005
Bittanti Matteo, “Intermedialità. Videogiochi, cinema, televisione, fumetti”, Unicopli, 2008
Bittanti Matteo, “Schermi interattivi. Il cinema nei videogiochi”, Meltemi, 2008
Bittanti Matteo, “Gamescenes. Art in the age of videogames”, Johan & Levi Editore, 2009
Borland John, King Brad, “Dungeons e dreamers. L’evoluzione della cultura dei computer game per giocatori e sognatori”, McGraw-Hill, 2003
Cantoia Manuela, “Figli e videogiochi. Istruzioni per l’uso”, La Scuola, 2011
Cavaleri Alessandro, “Videogiochi e marketing. Brand, strategie e identità videoludiche”, Unicopli, 2010
Centorrino Marco, Carzo Domenico, “Tomb Raider o il destino delle passioni. Per una sociologia del videogioco”, Guerini e Associati, 2002
Ciofi Rolando, Graziano Dario, “Giochi pericolosi? Perchè i giovani passano ore tra videogiochi e comunità virtuali”, Franco Angeli, 2003
Climati Carlo, “I giochi estremi dei giovani. Mode, hobby e tendenze oltre ogni limite”, Paoline, 2005
Compton Shanna, “Gamers. Storie di passione per i videogiochi”, Mondadori, 2006
Dean Takahashi, “Il fattore X. I piani di Microsoft per conquistare il nuovo mercato dell’intrattenimento digitale”, Multiplayer.it, 2006
D’Hollander Peter, “Game classic. Da Arkanoid a Zaxxon”, Mondadori Informatica, 2005
Felini Damiano, “Video game education. Studi e percorsi di formazione”, Unicopli, 2012
Ferrari Debora, “Assassin’s Creed. Art (R)Evolution”, Skira, 2012
Fulco Ivan, Virtual Geographic. “Viaggi nei mondi dei videogiochi”, Costa & Nolan, 2006
Gandolfi Enrico, “Piloti di console. Gioco e videogiochi nelle dinamiche culturali”, Paoline, 2011
Gee James Paul, “Come un videogioco”, Raffaello Cortina, 2013
Genovesi Roberto, “L’ABC dei videogiochi”, Audino, 2006
Gentile Douglas, Buckley Katherine, Anderson Craigh, “Videogiochi violenti. Effetti su bambini e adolescenti”, Centro Scientifico, 2008
Gerosa Mario, Pfeffer Aurìlien, “Mondi virtuali”, Castelvecchi, 2006
Ghezzo Pierangela, “Videogiochi e minori”, Istituto Italiano di Medicina Sociale, 2007
Grigoletto Federica, “Videogiochi e cinema. Interattività, temporalità, tecniche narrative e modalità di fruizione”, CLUEB, 2006
Harvey Colin, “Grand Theft Auto. Motion e-motion”, Unicopli, 2005
Herz Jessie, “Il popolo del joystick. Come i videogiochi hanno mangiato le nostre vite”, Feltrinelli, 1998
Iacovoni Alberto, “Game zone. Playground tra scenari virtuali e realtà”, Edilstampa, 2006
Isabella Simona, “Tra gioco e realtà: comunità ed esperienza nei giochi di ruolo online”, Pellegrini, 2006
Kermol Enzo, Pira Francesco, “Videogiocando. Pro e contro i nuovi divertimenti dei bambini”, CLEUP, 2001
Kermol Enzo, Testolin Tessarolo Mariselda, “Gioco & giochi. Tra comunicazione e nuove tecnologie”, CLEUP, 2005
Kohler Chris, “Power up. Come i videogiochi giapponesi hanno dato al mondo una vita extra”, Multiplayer.it, 2008
Jenkins Henry, “Fan, blogger e viodeogamers. L’emergere delle culture partecipative nell’era digitale”, Franco Angeli, 2008
Laing Gordon, “Digital retro”, Mondadori Informatica, 2004
Laniado Nessia, Pietra Gianfilippo, “Videogiochi, internet e TV”, Red/Studio Redazionale, 2004
Loguidice Bill, Barton Matt, “Vintage Games. La storia di Grand Theft Auto, Super Mario e dei più influenti videogiochi di tutti i tempi”, Raganella, 2009
López Ximena, Videogiochiamo dunque impariamo?, Edizioni Nuova Cultura, 2010
Maragliano Roberto, Melai Marco, Quadrio Assunto, “Joystick. Pedagogia e videogame”, Walt Disney Company Italia, 2003
Matysiak Jean-Claude, Valleur Marc, “Sesso, passione e videogiochi. Le nuove forme di dipendenza”, Bollati Boringhieri, 2004
Molina Carlo, “Age of Empires. Simulazione videogiocata della vita”, Unicopli, 2003
Nardone Rosy, “I nuovi scenari educ@tivi del videogioco”, Junior, 2007
Paciaroni Martina, “Gioco, virtualità, simulazione. Nuove prospettive tra cultura videoludica e apprendimento”, Ceum, 2008
Pecchinenda Gianfranco, “Videogiochi e cultura della simulazione. La nascita dell’½homo game+”, Laterza, 2004
Perron Bernard, “Silent Hill. Il motore del terrore”, Costa & Nolan, 2006
Pistolese Amedeo, “Play & Game. Bambini e computer fra gioco e scuola”, EdUP, 2002
Prensky Marc, “Mamma non rompere, sto imparando”, Multiplayer.it, 2007
Rush Alice, Stratton Bryan, Hodgson David, “Pagati per giocare. Come far carriera nel mondo dei videogiochi e continuare a divertirsi”, Multiplayer.it, 2006
Sambo Marco, “Labirinti. Da Cnosso ai videogames”, Castelvecchi, 2004
Tanoni Italo, “Videogiocando s’impara. Dal divertimento puro all’insegnamento-apprendimento”, Centro Studi Erickson, 2003
Venturi Ivan, “Facciamo un videogioco!”, GradoZero, 2009
Wolf Mark, “Il mondo di D’ni. Myst e Riven”, Costa & Nolan, 2006
Zanon Edoardo, Taddei Mario, “Creare videogiochi. Con 3DS Max e Director”, Jackson Libri, 2002

INGLESE
AA.VV., “Applied playfulness. Proceedings of the Vienna Games Conference 2011: Future and Reality of Gaming”, New Academy Press, 2012
AA.VV., “Exploring the edges of Gaming. Proceedings of the Vienna Games Conference 2008-2009: Future and Reality of Gaming”, Braumüller Universitäts-verlagsbuchhandlung, 2010
Abt Clark, “Serious games”, University Press of America, 2002
Aldrich Clark, “Learning online with games, simulations and virtual worlds. Strategies for online instruction”, Jossey-Bass, 2009
Anderson Craig, Gentile Douglas, Buckley Katherine, “Violent video game effects on children and adolescents. Theory, research, and public policy”, Oxford University Press, 2006
Ashcraft Brian, “Arcade mania. The turbo-charged world of Japan’s game centers”, Kodansha International, 2009
Atkins Barry, “More than a game. The computer game as fictional form”, Manchester University Press, 2003
Barton Matt, Loguidice Bill, “Vintage games. An insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time”, Focal Press, 2009
Baer Ralph, “The medium of the video game”, University of Texas Press, 2002
Bagnall Brian, “On the edge. The spectacular rise and fall of Commodore”, Variant Press, 2005
Beck John, Wade Mitchell, “The kids are alright. How the gamer generation is changing the workplace”, Harvard Business Press; 2006
Bissell Tom, “Extra lives. Why video games matter”, Pantheon, 2010
Bittanti Matteo, “Gamescenes. Art in the age of videogames”, Johan & Levi Editore, 2009
Bogost Ian, “Unit operations. An approach to videogame criticism”, The MIT Press, 2006
Bogost Ian, “Persuasive games. The expressive power of videogames”, The MIT Press, 2007
Bogost Ian, Montfort Nick, “Racing the beam. The Atari Video Computer System”, The MIT Press, 2009
Buckingham David, Scanlon Margaret, “Education, entertainment and learning in the home”, Open University Press, 2003
Buckingham David, Burn Andrew, Carr Diane, Schott Gareth, Thompson John, “Computer Games. Text, narrative and play”, Polity Press, 2006
Burnham Van, “Supercade. A visual history of the videogame age 1971-1984”, The MIT Press, 2003
Bryant Jennings, Vorderer Peter, “Playing Video Games. Motives, responses, and consequences”, Lawrence Erlbaum Associates, 2006
Bryce Jo, Rutter Jason, “Understanding digital games”, Sage Publications Ltd, 2006
Castronova Edward, “Synthetic worlds. The business and culture of online games”, University Of Chicago Press, 2005
Chaplin Heather, Ruby Aaron, “Smartbomb. The quest for art, entertainment, and big bucks in the videogame revolution”, Algonquin Books, 2005
Chatfield Tom, “Fun Inc.. Why gaming will dominate the Twenty-First Century”, Pegasus, 2010
Clark Neils, Scott Shavaun, “Game addiction. The experience and the effects”, McFarland, 2009
Cogburn Jon, “Philosophy through video games”, Routledge, 2008
Compton Shanna, “Gamers. Writers, artists, and programmers on the pleasures of pixels”, Soft Skull Press, 2004
Consalvo Mia, “Cheating. Gaining advantage in videogames”, The MIT Press, 2007
Demaria Rusel, Wilson Johnny, “High Score! The illustrated history of electronic games”, McGraw-Hill Osborne Media, 2003
Donovan Tristan, “Replay. The history of video games”, Yellow Ant Media Ltd, 2010
Egenfeldt-Nielsen Simon, Smith Jonas Heide, “Playing with fire. How do computer games influence the player?”, Goteborgs Universitet Ekonomisk, 2004
Egenfeldt-Nielsen Simon, “Educational potential of computer games”, Continuum, 2007
Egenfeldt-Nielsen Simon, Smith Jonas Heide, Tosca Susana Pajares, “Understanding video games. The essential introduction”, Routledge, 2008
Egenfeldt-Nielsen Simon, Holm Sørensen Birgitte, Meyer Bente, “Serious Games in Education. A Global Perspective”, Aarhus University Press, 2011
Forster Winnie, “The encyclopedia of game machines”, Gameplan, 2005
Fox Matt, “The Video Games guide”, Boxtree Ltd, 2006
Freeman David, “Creating emotion in games. The craft and art of emotioneering”, New Riders Games, 2003
Gallaway Beth, “Game On! Gaming at the Library”, Neal-Schuman Publishers, 2009
Galloway Alexander, “Gaming. Essays On algorithmic culture (Electronic mediations)”, University of Minnesota Press, 2006
Garrelts Nate, “Digital gameplay. Essays on the nexus of game and gamer”, McFarland, 2005
Garrelts Nate, “The meaning and culture of Grand Theft Auto. Critical essays”, McFarland, 2006
Gee James Paul, “What video games have to teach us about learning and literacy”, Palgrave Macmillan, 2004
Gee James Paul, Williamson Shaffe David, “How computer games help children learn”, Palgrave Macmillan, 2006
Gee James Paul, “Gaming lives in the Twenty-First Century. Literate connections”, Palgrave Macmillan, 2007
Gee James Paul, “Good video games and good learning. Collected essays on video games, learning and literacy”, Peter Lang Publishing, 2007
Gee James Paul, “Women and gaming. The Sims and 21st Century learning”, Palgrave Macmillan, 2010
Graner Ray Sheri, “Gender inclusive game design. Expanding the market”, Charles River Media, 2003
Harrigan Pat, “Second person. Role-Playing and story in games and playable media”, The MIT Press, 2007
Hirumi Atsusi “2c”, “Playing games in school: Video games and simulations for primary and secondary education”, International Society for Technology in Education, 2010
Hutchison David, “Playing to learn. Video games in the classroom”, Teacher Ideas Press, 2007
Huntemann Nina, “Joystick soldiers. the politics of play in military video games”, Taylor and Francis, 2009
Inoue Osamu, “Nintendo magic. Winning the videogame wars”, Vertical, 2010
Kafai Yasmin, “Beyond Barbie and Mortal Kombat. New perspectives on gender and gaming”, The MIT Press, 2008
Kelly R. V., “Massively Multiplayer Online Role-Playing Games. The people, the addiction and the playing experience”, McFarland & Company, 2004
Kent Steven, “The ultimate history of video games. From Pong to Pokemon. The story behind the craze that touched our lives and vhanged the world”, Three Rivers Press, 2001
Khine Myint Swe, “Learning to play. Exploring the future of education with video games”, Peter Lang Publishing, 2010
King Lucien, “Game On. The history and culture of videogames”, Laurence King Publishing, 2002
Kline Stephen, “Digital Play. The interaction of technology, culture and marketing”, MsGill-Queen’s University Press, 2003.
Klopfer Eric, “Augmented Learning. Research and design of mobile educational games”, The MIT Press, 2008
Klosterman Chuck, Gibson Jon, “I am 8-bit. Art inspired by classic videogames of the ’80s”, Chronicle Books, 2006
Kohler Chris, “Power-Up. How Japanese video games gave the world an extra life”, Brady games, 2004
Kurtz Bill, “The encyclopedia of arcade video games”, Schiffer Publishing, 2003
Krzywinska Tanya, King Geoff, “Tomb Raiders and Space Invaders. Videogame forms and contexts”, I. B. Tauris, 2006
Jenkins Henry, Cassell Justine, “From Barbie to Mortal Kombat. Gender and computer games”, The MIT Press, 1998
Jones Steven, “The meaning of video games. Gaming and textual strategies”, T & F Books, 2009
Juul Jesper, “Half-Real. Video Games between real rules and fictional worlds”, The MIT Press, 2005
Juul Jesper, “A casual revolution. Reinventing video games and their players”, The MIT Press, 2009
McGonigal Jane, “Reality is broken. Why games make us better and how they can change the world”, The Penguin Press HC, 2011
Myers David, “The Nature of computer games. Play as semiosis”, Peter Lang Publishing, 2003
Neiburger Eli, “Gamers… In the library?!”, ALA Editions, 2009
Newman James, “Videogames”, Routledge, 2004
Newman James, Oram Barney, “Teaching videogames”, British Film Institute, 2006
Perron Bernard, “The video game theory reader”, Routledge, 2003
Perron Bernard, Wolf Mark, “The video game theory reader 2”, Routledge, 2008
Perron Bernard, “Horror video games. Essays on the fusion of fear and play”, McFarland, 2009
Pivec Maja, “Guidelines for Game-Based Learning”, Pabst Science Publishers, 2004
Pivec Maja, Moretti Michela, “Game-Based Learning. Discover the pleasure of learning”, Pabst Science Publishers, 2008
Poole Steven, “Trigger happy. Videogames and the entertainment revolution”, Arcade Publishing, 2004
Prensky Marc, “Digital Game-Based Learning”, McGraw-Hill, 2004
Prensky Marc, “Don’t bother me mom – I’m learning!”, Paragon House Publishers, 2006
Raessens Joost, Goldstein Jeffrey, “Handbook of computer game studies”, The MIT Press, 2005
Salen Katie, Zimmerman Eric, “The rules of play”, The MIT Press, 2004
Salen Katie, Zimmerman Eric, “The game design reader. A rules of play anthology”, The MIT Press, 2005
Schrier Karen, Gibson David, “Ethics and game design. Teaching values through play”, Information Science Reference, 2010
Sellers John, “Arcade fever. The fan’s guide to The golden age of video games”, Running Press Book Publishers, 2001
Sheff David, “Game Over. How Nintendo conquered the world”, Vintage, 1994
Sheldon Lee, “Character development and storytelling for games”, Course Technology PTR, 2004
Snow Jean, “Arcade mania. The turbo-charged world of Japan’s game centers”, Kodansha International, 2009
Squire Kurt, “Video Games and learning. Teaching and participatory culture in the digital age”, Teachers College Press, 2011
Swalwell Melanie, “Pleasures of computer gaming. Essays on cultural history, theory and aesthetics”, McFarland, 2008
Taylor T. L., “Play between worlds. Exploring online game culture”, The MIT Press, 2006
Thornha Helen, “Ethnographies of the videogame. Gender, narrative and praxis”, Ashgate Publishing, 2011
Waggoner Zach, “My avatar, my self. Identity in video role-playing games”, McFarland, 2009
Wardrip-Fruin Noah, Harrigan Pat, “First Person. New Media as story, performance, and game”, The MIT Press, 2004
Wardrip-Fruin Noah, Harrigan Pat, “Third Person. Authoring and exploring vast narratives”, The MIT Press, 2009
Wardrip-Fruin Noah, Harrigan Pat, “Second Person. Role-playing and story in games and playable media”, The MIT Press, 2010
Weiss Brett, “Classic Home Video Games, 1972-1984. A complete reference guide”, McFarland, 2007
Weiss Brett, “Classic Home Video Games, 1985-1988. A complete reference guide”, McFarland, 2009
Whalen Zach, “Playing the past. History and nostalgia in video games”, Vanderbilt University Press, 2008
Williams Patrick, “The players’ realm. Studies on the culture of video games and gaming”, McFarland, 2007
Wicker Robert, “Brassard Jason, Classic 80s Home Video Games. Identification & value guide”, Collector Books, 2008
Wolf Mark, “The video game explosion. A history from Pong to PlayStation and beyond”, Greenwood Press, 2007
Wright Will, Koster Raph, “A theory of fun for game design”, Paraglyph Press, 2004

FRANCESE
Alvarez Julian, Djaouti Damien, “Introduction au Serious Game”, Questions Théoriques, 2010
Natkin Stéphane, “Jeux vidéo et médias du XXIe siècle. Quels modèles pour les nouveaux loisirs numériques?”, Vuibert, 2004
Rufat Samuel, Ter Minassian Hovig, “Les jeux vidéos comme objet de recherche”, Questions Théoriques, 2010

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