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Studies
and analyses of digital media and play
Myers, D. (2008). Generic rules in generic games. [in progress]
Myers, D. (2008). Play and punishment: The sad and curious case of Twixt. in review. DRAFT
Myers, D. (2007). The videogame aesthetic: Play as form. in review. DRAFT
Myers, D. (2007). Self and selfishness in online social play. In Baba, Akira (Ed.), Situated Play, Digital Games Research Association Conference Proceedings (pp. 226-234). Tokyo: University of Tokyo.
Myers, D. (2007). Plays
of destruction. In B. Perron (Ed.), Intermédialités, 9. DRAFT
Myers, D. & Colwell, J. (Eds.) (2005, December; 2006, March). Video
games: Issues in research and learning (Part 1 and Part 2).
Simulation & Gaming.
Myers, D. (2005). Guest
editorial: Issues in research and learning. Simulation & Gaming,
36, 442-446.
Myers, D. (2005). Bombs,
barbarians, and backstories: Meaning-making within Sid Meier's Civilization. In M.
Bittanti (Ed.), Civilization.
Vitual history, real fantasies. Milan, Italy: Costa &
Nolan.
Myers, D. (2005). What's
good about bad play? In Y. Pisan (Ed.), IEC2005
Conference Proceedings. Sydney, Australia: University of Technology.
Myers, D. (2005). The aesthetics of the
anti-aesthetics. In R. Klevjer (Ed.), Aesthetics of Play
Conference Proceedings (Online). Bergen, Norway: University of Bergen.
Myers, D. (2005). Signs,
symbols, games, and play. Games and Culture,
1, 47-51.
Myers, D. (2005).
/hide:
The aesthetics of group and solo play. In Changing
Views: Worlds in Play, Digital Games Research Association Conference
Proceedings (CD-ROM). Vancouver, British Columbia.
Myers, D. (2004). Comments
on media aesthetics and media policy. A discussion paper presented
at State of Play II: Reloaded,
New York Law School, New York, New York. October 28-30, 2004.
Myers,
D. (2004). The
anti-poetic: Interactivity, immersion, and other semiotic functions of
digital play. In A. Clarke (Ed.), COSIGN
2004 Conference Proceedings. Split, Croatia: Art
Academy, University of Split.
Myers, D. (2003). The
attack of the backstories (and why they won’t win). In
M. Copier and J. Raessens (Eds.), Level Up: Digital Games
Research Conference Proceedings (CD-ROM). Utrecht, the
Netherlands: Faculty of the Arts, University of Utrecht.
Myers, D. (1999). Simulation,
gaming, and the simulative. Simulation & Gaming, 30,
482-489.
Myers, D. (1999). Simulation
as play: A semiotic analysis. Simulation
& Gaming, 30, 147-162.
Myers, D. (1999). Play
and paradox: How to build a semiotic machine. Semiotica, 123(3/4,
211-230.
Myers, D. (1998). Playing
against the self: Representation and evolution. In
Duncan, M. C., Chick, G. & Aycock, A. (Eds.), Play
and Culture Studies, Vol. 1: Diversions and Divergences in Fields
of Play (pp. 31-46). Greenwich, CT: Ablex.
Myers, D. (1992). Time,
symbol manipulation, and computer games. Play & Culture, 5, 441-457.
Myers, D. (1992). Simulating
the self. Play &
Culture, 5, 420-440.
Myers, D. (1991). Computer
game semiotics. Play
& Culture, 4, 334-345.
Myers, D. (1990). A
Q-study of computer game players. Simulation & Gaming, 21, 375-396.
Myers, D. (1990). Chris
Crawford and computer game aesthetics. Journal of Popular Culture, 24(2),
17-28.
Myers, D. (1990). Computer
game genres. Play &
Culture, 3, 286-301.
Myers, D. (1988). An
argument for the study of play. Issues in Integrative Studies, 6, 126-138.
Myers, D. (1987). 'Anonymity
is part of the magic': Individual manipulation of
computer-mediated communication contexts. Qualitative Sociology, 10(3),
251-266.
Myers, D. (1987). A
new environment for communication play: Online play. In G. A.
Fine (Ed.), Meaningful Play,
Playful Meaning (pp. 231-245). Champaign, IL: Human
Kinetics Press.
Myers, D. (1984). The pattern of player-game
relationships. Simulation & Games, 15, 159-185.
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