Rather than trying to include a bibliography of citations in the individual posts on this blog, I’ve decided to list the entire bibliography here. In addition to referencing individual aspects of the blog posts, this bibliography can provide a useful guide to literature relevant to transmedia narratives.
Aarseth, E. (2004). Quest Games as Post-Narrative Discourse. In M.-L. Ryan, Narrative Across Media: The Languages of Storytelling (pp. 361-376). Lincoln, NE: University of Nebraska Press.
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Aboriginal Peoples Television Network. (2011). Animism: The Gods’ Lake – Home. Retrieved July 2, 2011, from Animism: The Gods’ Lake: http://www.animism.com/
Ahmad, A., & Thompson, J. (2009). Tale-Telling Organizations: Using Stories to Create Collective Change. Retrieved May 3, 2011, from Council of 3M Teaching Fellows: http://www.mcmaster.ca/stlhe/3M.council/Tale-telling%20Organizations.pdf
Alexander, B. (2011). The New Digital Storytelling: Creating Narratives with New Media. Santa Barbara, CA: Praeger.
ALL Star Wars Crawls Episodes I-VI . (2008). Retrieved October 31, 2011, from YouTube: http://www.youtube.com/watch?v=iLhIs_9nl9o&feature=related
Ames, M., & Naaman, M. (2007). Why We Tag: Motivations for Annotation in Mobile and Online Media. 2007 SIGCHI Conference on Human Factors in Computing Systems (pp. 971-980). New York, NY: ACM Press.
Angleman, S. A. (2000, December). Uses and Gratifications and Internet Profiles: A Factor Analysis. Retrieved September 10, 2011, from Arkansas State University – Jonesboro: http://www.jrily.com/LiteraryIllusions/InternetGratificationStudyIndex.html
Askehave, I., & Nielsen, A. E. (2005). Digital Genres: A Challenge to Traditional Genres. Information Technology & People , 18 (2), pp. 120-141.
Bantz, C. R. (1982, July). Exploring Uses and Gratifications: A Comparison of Reported Uses of Television and Reported Uses of Favorite Program Type. Communication Research , 9 (3), pp. 353-379.
Barthes, R. (1974). S/Z. (R. Miller, Trans.) New York, NY: Hill and Wang.
Barton, K. M. (2009). Reality Television Programming and Diverging Gratifications: The Influence of Content on Gratifications Obtained. Journal of Broadcasting & Electronic Media , 53 (3), pp. 460-476.
Bell, M. W. (2008, July). Toward a Definition of “Virtual Worlds”. Journal of Virtual Worlds Research , 1 (1).
Bickham, J. M. (1994). Setting. Cincinnati, OH: Writer’s Digest Books.
Biocca, F. (1992). Communication Within Virtual Reality: Creating Space for Research. Journal of Communication , 42 (4).
Bittarello, M. B. (2008, July). Another Time, Another Space: Virtual Worlds, Myths and Imagination. Journal of Virtual Worlds Research , 1 (1).
Black-Mizuta, E., Hillis, J., & Winkle, A. V. (2011, October 28). Night Zero – Ally. Retrieved November 6, 2011, from Night Zero: http://www.nightzero.com/
Bloom, B. S. (1956). Taxonomy of Educational Objectives Book 1: Cognitive Domain. White Plains, NY: Longman.
Bloom, B. S. (1956). Taxonomy of Educational Objectives, Handbook I: The Cognitive Domain. New York, NY: David McKay Co Inc.
Blumler, J. G., & Katz, E. (1974). The Uses of Mass Communications: Current Perspectives on Gratifications Research. Beverly Hills, CA: Sage Publications.
Bolton, G. E., Katok, E., & Ockenfels, A. (2003). How Effective are Electronic Reputation Mechanisms? An Experimental Investigation. Working Paper Series in Economics 3 .
Bonds-Raacke, J., & Raacke, J. (2010). MySpace and Facebook: Identifying Dimensions of Users and Gratifications for Friend Networking Sites. Individual Differences Research , 8 (1), pp. 27-33.
Brooks, L. (2011). Story Engineering: Mastering the 6 Core Competencies of Successful Writing. Cincinnatti, OH: Writer’s Digest Books.
Brown, J. S., Denning, S., Groh, K., & Prusak, L. (2005). Storytelling in Organizations: Why Storytelling is Transforming 21st Century Organizations and Management. Burlington, MA: Elsevier Butterworth-Heinemann.
Caldwell, J. (2008). Production Culture: Industry Reflexivity and Critical Practice in Film and Television. London: Duke University Press.
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Card, O. S. (1988). Characters & Viewpoint. Cincinnati, OH: Writer’s Digest Books.
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Clark, D. (2010, July 5). Bloom’s Taxonomy of Learning Domains. Retrieved November 16, 2011, from Big Dog & Little Dog Performance Juxtaposition: http://www.nwlink.com/~donclark/hrd/bloom.html
Clarke, R. (2011, March 22). What’s Transmedia? Retrieved July 10, 2011, from Storify: http://storify.com/rachelclarkef1/whats-transmedia
Cooley, M. (2000). Human-Centered Design. In R. Jacobson, Information Design (pp. 59 – 81). Cambridge, MA: The MIT Press.
Coomans, M., & Timmermans, H. (1997). Towards a Taxonomy of Virtual Reality User Interfaces. Proceedings 1997 IEEE Conference on Information Visualization (pp. 279-284). IEEE.
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Coyne, R. (1999). Technoromanticism: Digital Narrative, Holism, and the Romance of the Real. Cambridge, MA: The MIT Press.
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de Haas, D. (2011, October 30). Transmedia Design Questionnaire. (P. von Stackelberg, Interviewer)
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Dena, C. (2011, July 9). Authentic in All Caps: a Playful Comedy-Drama by Christy Dena. http://www.transmedialab.org/en/storytelling-transmedia-2/authentic-in-all-caps-a-playful-comedy-drama-by-christy-dena/. (A. Vasile, Interviewer)
Dena, C. (2007). Patterns in Cross-Media Interaction Design: It’s Much More Than a URL…(Part 1). Sydney, Australia: School of Letters, Art and Media – University of Sydney.
Dena, C. (2011, July 1). The Process of Creating Quality Transmedia Experiences. Retrieved November 12, 2011, from Connecting:// arts audiences online: http://connectarts.australiacouncil.gov.au/arts-experiences/the-process-of-creating-quality-transmedia-experiences/
Dena, C. (2009). Transmedia Practice: Theorizing the Practice of Expressing a Fictional World Across Distinct Media and Environments. PhD disseration . Sydney, Australia: University of Sydney.
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Fahle, R. (2011, July 11). Are You Ready for the Transmedia Revolution? Retrieved July 12, 2011, from Video-Commerce.org: http://video-commerce.org/2011/07/are-you-ready-for-the-transmedia-revolution/
Fencott, C. (2001). Comparative Content Analysis of Virtual Environments Using Perceptual Opportunties. In R. Earnshaw, & J. Vince, Digital Content Creation (pp. 25-51). London: Springer.
Fencott, C., van Schaik, P., Shafiullah, M., & Ling, J. (2003). The Effects of Movement of Attractors and Pictorial Content of Rewards on Users’ Behavior in Virtual Environments. Interacting with Computers , 15, pp. 121-140.
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Field, S. (2005). Screenplay: The Foundations of Screenwriting. New York, NY: Delta Press.
Finnemann, N. O. (1999). Hypertext and the Representational Capacities of the Binary Alphabet. Retrieved September 17, 2011, from Center for Cultural Studies, University of Aarhus: www.hum.au.dk/ckulturf/pages/publications/nof/hypertext.htm
Fisk, J. (1987). Television Culture. London: Methuen & Company.
Flanagan, A., & Metzger, M. (2001). Internet Use in the Contemporary Media Environment. Human Communication Research , 27 (1), pp. 153-181.
Flanagan, A., & Metzger, M. (2000). Perceptions of Internet Information Credibility. Journalism & Mass Communication Quarterly , 77, pp. 515-540.
Frankl, V. (2006). Man’s Search for Meaning. Boston, MA: Beacon Press.
Glassner, A. (2004). Interactive Storytelling: Techniques for 21st Centry Fiction. Natick, MA: A.K. Peters.
Gomez, J. (2011, February 22). Storyworlds: The New Transmedia Business Paradigm. Retrieved July 10, 2011, from Tools of Change for Publishing: http://www.youtube.com/watch?v=81Ol6Tbjt5k&feature=player_embedded
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