Resources

Narrative Theory

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.

Abbott, H. P. (2005). The Future of All Narrative Futures. In J. Phelan, & P. J. Rabinowitz, A Companion to Narrative Theory (pp. 529-541). Malden, MA: Wiley-Blackwell.

Story Structure

Askehave, I., & Nielsen, A. E. (2005). Digital Genres: A Challenge to Traditional Genres. Information Technology & People , 18 (2), pp. 120-141.

Chatman, S. (1978). Story and Discourse: Narrative Structure in Fiction and Film. Ithaca, NY: Cornell University Press.

Brian Raftery, “How Dan Harmon Drives Himself Crazy Making Community“, Wired, September 22, 2011, www.wired.com/magazine/2011/09/mf_harmon/all/1.

“Story Structure 106: Five Minute Pilots”, Channel 101, channel101.wikia.com/wiki/Story_Structure_106:_Five_Minute_Pilots.

Transmedia Projects

Aboriginal Peoples Television Network. (2011). Animism: The Gods’ Lake – Home. Retrieved July 2, 2011, from Animism: The Gods’ Lake: http://www.animism.com/

Storytelling

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.

User Engagement

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

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.

 

Uncategorized

ALL Star Wars Crawls Episodes I-VI . (2008). Retrieved October 31, 2011, from YouTube: http://www.youtube.com/watch?v=iLhIs_9nl9o&feature=related

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.

Campbell, J. (1949). The Hero With a Thousand Faces. New York, NY: MJF Books.

Card, O. S. (1988). Characters & Viewpoint. Cincinnati, OH: Writer’s Digest Books.

Churches, A. (n.d.). Bloom’s Digital Taxonomy. Retrieved November 16, 2011, from Educational Origami: http://edorigami.wikispaces.com/Bloom%27s+Digital+Taxonomy

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.

Cornwell, B. (n.d.). Book List – The Sharpe Books. Retrieved October 31, 2011, from Bernard Cornwell – The Author’s Official Site: http://www.bernardcornwell.net/index2.cfm?page=1&seriesid=1

Coyne, R. (1999). Technoromanticism: Digital Narrative, Holism, and the Romance of the Real. Cambridge, MA: The MIT Press.

Darley, A. (2000). Visual Digital Culture: Surface Play and Spectacle in New Media. London: Routledge.

Davenport, G. (1998). Very Distributed Media Stories: Presence, Time, Imagination. Proceedings 4th International Euro-Par Conference on Parallel Processing , pp. 47-54.

Davidson, D. (2008). Stories in Between: Narratives and Mediums @ Play. ETC Press: Kindle Edition.

Day, L. (2008, January 9). Tone Language. Retrieved October 11, 2011, from Time Magazine Arts: http://www.time.com/time/magazine/article/0,9171,1702111,00.html

de Haas, D. (2011, October 30). Transmedia Design Questionnaire. (P. von Stackelberg, Interviewer)

DeFleur, M. L., & Bale-Rokeach, S. J. (1989). Theories of Mass Communication (5th Ed.). New York, NY: Longman.

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.

Denning, S. (2011). The Leader’s Guide to Storytelling: Mastering the Art and Discipline of Business Narrative. San Francisco, CA: Jossey-Bass.

Denning, S. (2001). The Springboard: How Storytelling Ignites Action in Knowledge-Era Organizations. Boston, MA: Butterworth-Heinemann.

Diaskeaus. (2006, February 15). Character Archetypes. Retrieved October 30, 2011, from Listology: http://www.listology.com/list/character-archetypes

Dictionary.com. (n.d.). narrative. Retrieved September 2, 2011, from Collins English Dictionary – Complete & Unabridged 10th Edition: http://dictionary.reference.com/browse/narrative

Dirks, T. (2011). Film Genres: Origins & Types. Retrieved September 30, 2011, from FilmSite: http://www.filmsite.org/filmgenres.html

Earnshaw, R., & Vince, J. (2001). Digital Content Creation. London: Springer-Verlag.

Eighmey, J., & McCord, L. (1998). Adding Value in the Information Age: Uses and Gratifications of Sites on the World Wide Web. Journal of Business Research , 41 (3), pp. 187-194.

Ellis, M., & Martin Ellis, M. (2008). The Everything Guide to Writing Graphic Novels. Avon, MA: Adams Media.

Evans, E. J. (2008). Character, Audience Agency and Transmedia Drama. Media, Culture & Society , 30 (2), pp. 197-213.

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.

Ferguson, D. A., & Perse, E. M. (2000). The World Wide Web as a Functional Alternative to Television. Journal of Broadcasting & Electronic Media , 44 (2), 155-174.

Fetveit, A. (1999, November). Reality TV in the Digital Era: A Paradox in Visual Culture? Media Culture Society , 21 (6), pp. 787-804.

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

Goodyear, D. (2008, December 22). I (Heart) Novels. Retrieved October 27, 2011, from The New Yorker: http://www.newyorker.com/reporting/2008/12/22/081222fa_fact_goodyear

Graf, J. (2006). The Audience for Political Blogs. Washington, DC: Institute of Politics, Democracy & the Internet.

Graham, B. (1996). Playing With Yourself: Pleasure and Interactive Art. In J. Dovey, Fractal Dreams: New Media in Social Context. London: Lawrence & Wishart Ltd;.

Gruber, T. J. (1993). Toward Principles for the Design of Onthologies User for Knowledge Sharing. International Journal of Human-Computer Studies , pp. 907-928.

Gulino, P. J. (2004). Screenwriting: The Sequence Approach. New York, NY: Continuum International Publishing Group Inc.

Gwenllian-Jones, S. (2004). Virtual Reality and Cult Television. In S. Gwenllian-Jones, & R. Pearson, Cult Television (pp. 83-98). Minneapolis: University of Minneapolis Press.

Harrell, D. F., & Zhu, J. (2009). Agency Play: Dimensions of Agency for Interactive Narrative Design. Proceedings of the AAAI 2009 Spring Symposium on Narrative Intelligence II (pp. 156-162). Menlo Park, CA: AAAI Press.

Harrow, A. J. (1972). A Taxonomy of Psychomotor Domain: A Guide for Developing Behavioral Objectives. New York, NY: Longman.

Hartson, H. R. (2003, September-October). Cognitive, Physical, Sensory, and Funcitonal Affordances in Interaction Design. Behavior & Information Technology , 22 (5), pp. 315-338.

Harwood, D. (2011, June 22). Thomas Dolby Debuts The Floating City Transmedia Game. Retrieved July 5, 2011, from iPadNewsTracker: http://www.ipadnewstracker.com/2011/06/thomas-dolby-debuts-the-floating-city-transmedia-game/

Hayes, G. P. (2011). How to Write a Transmedia Produciton Bible. Screen Australia.

Hayes, G. P. (2010, August 5). Producing Transmedia Stories – 10 Reasons why Audiences do it Better…. Retrieved September 10, 2011, from PersonalizeMedia: http://www.personalizemedia.com/producing-transmedia-stories-10-reasons-why-audiences-do-it-better/

Hench, J., & Pelt, P. V. (2003). Designing Disney: Imagineering and the Art of the Show. New York: Disney Editions.

Herman, D. (2004). Toward a Transmedial Narratology. In M.-L. Ryan, Narrative Across Media: The Languages of Storytelling (pp. 47-75). Lincoln, NE: University of Nebraska Press.

Hill, P. (2001). Superfictions: The Creation of Fictional Situations in International Contemporary Art Practice. PhD dissertation . RMIT.

Hodgins, J. (2001). A Passion for Narrative: A Guide for Writing Fiction. Toronto: McClelland & Stewart.

Hoefs, L. (2011, April 23). Story: The Heart of Transmedia. Retrieved June 18, 2011, from Media Psychology Impact: Social Change Through Media Technologies: http://mediapsy.net/2011/04/23/story-the-heart-of-transmedia/

Hollenbaugh, E. E. (2011). Motives for Maintining Personal Journal Blogs. Cyberpsychology, Behavior, and Social Networking , 14 (1-2).

Holme, P. (2011, April 17). The Differences Between Multimedia, Crossmedia, and Transmedia, Somewhat Explained. Retrieved July 10, 2011, from Tools of Change for Publishing: http://reasonpartners.com/2011/04/17/the-differences-between-multimedia-crossmedia-and-transmedia-somewhat-explained/

Hong, T. (2006). The Influence of Structural and Message Features on Web Site Credibility. Journal of the American Society for Information Science and Technology , 57 (1), pp. 114-127.

Horn, R. E. (2000). Information Design: Emergence of a New Profession. In R. J. (ed.), Information Design (pp. 15 – 33). Cambridge, MA: The MIT Press.

Hou, B. (2011, June 2). Alien Loves Predator. Retrieved November 6, 2011, from Alien Loves Predator: http://alienlovespredator.com/

Jacobson, R. (2000). Introduction: Why Information Design Matters. In R. Jacobson, Information Design (pp. 1-10). Cambridge, MA: The MIT Press.

James, M. L., Wotring, C. E., & Forrest, E. J. (1995). An Exploratory Study of the Perceived Benefits of Electronic Bulletin Board Use and Their Impact on Other Communication Activities. Journal of Broadcasting & Electronic Media , 39 (1), pp. 30-50.

Jeffery-Poulter, S. (2001). Creating and Producing Digital Content Across Multiple Platforms. Journal of Media Production (3), pp. 155-156.

Jenkins, H. (2006). Convergence Culture: Where Old and New Media Collide. New York, NY: New York University Press.

Jenkins, H. (2009, December 12). The Revenge of the Origami Unicorn: Seven Principles of Transmedia Storytelling. Retrieved June 19, 2011, from Confessions of an Aca-Fan: The Official Weblog of Henry Jenkins: http://henryjenkins.org/2009/12/the_revenge_of_the_origami_uni.html

Jenkins, H., Purushotma, R., Weigel, M., Clintion, K., & Robison, A. J. (2009). Confronting the Challenge of Participatory Culture: Media Education for the 21st Century. Cambridge, MA: MIT Press.

Johnson, T. J. (1998). The Internet: Vehicle for Engagement or a Haven for the Disaffected? In T. J. Johnson, C. E. Hays, & S. P. Hays, Engaging the Public: How Government and the Media Can Reinvigorate American Democracy. Lanham, MD: Rowman & Littlefield.

Johnson, T., & Kaye, B. K. (2010). Choosing Is Believing? How Web Gratifications and Reliance Affect Internet Credibility Among Politically Interested Users. Atlantic Journal of Communication , 18, pp. 1-21.

Juul, J. (2005). Half-Real: Video Games Between Real Rules and Fictional Worlds. Cambridge, MA: The MIT Press.

Katz, E., Blumler, J. G., & Gurevitch, M. (1974). Utilization of Mass Communication by the Individual. In J. G. Blumler, & E. Katz, The Uses of Mass Communications: Current Perspectives on Gratifications Research (pp. 19-32). Beverly Hills, CA: Sage Publications.

Katz, E., Gurevitch, M., & Haas, H. (1973). On the Use of the Mass Media for Important Things. American Sociological Review , pp. 164-181.

Kaye, B. K. (1998). Uses and Gratifications of the World Wide Web: From Couch Potato to Web Potato. The New Jersey Journal of Communication , 6 (1), pp. 21-40.

Kewley, J., & Sallee, W. A. (2009). 1 KIndred. Retrieved October 27, 2011, from Joy Motel: http://joymotel.blogspot.com/2008/12/kindred.html

Kinke, N. (2011, April 5). Producers Guild Of America Agrees On New Credit: “Transmedia Producer”. Retrieved June 18, 2011, from Deadline|Hollywood: http://www.deadline.com/2010/04/producers-guild-of-america-vote-on-creation-of-new-credit-transmedia-producer/

Klastrup, L., & Tosca, S. (2011, June 30). A Game of Thrones: Transmedia Worlds, Fandom, and Social Gaming. Retrieved October 20, 2011, from Storyworlds Across Media: http://www.storyworlds.de/programme-thursday-2011-06-30/

Klastrup, L., & Tosca, S. (2004). Transmedial Worlds: Rethinking Cyberworld Design. Proceedings of the International Conference on Cyberworlds 2004, (pp. 409-416).

Kohn, E. (2011, April 20). Toolkit | 5 Lessons About Transmedia from The IFP/Power To The Pixel Cross-Media Forum. Retrieved June 19, 2011, from indieWIRE: http://www.indiewire.com/article/2011/04/20/toolkit_5_lessons_about_transmedia_from_the_ifp_power_to_the_pixel_cross-me

Korenman, J., & Wyatt, N. (1996). Group Dynamics in an E-mail Forum. In S. C. Herring, Computer-Mediated Communication: Linguistic, Social and Cross-Cultural Perspectives (pp. 225-242). Amesterdam & Philadelphia: John Benjamins Publishing Company.

Kraftwohl, D. R., Bloom, B. S., & Masia, B. B. (1967). Taxonomy of Educational Objectives, the Classification of Educational Goals : Handbook II: Affective Domain. New York, NY: David McKay Company.

Kring, T. (2010). Who We Are. Retrieved June 15, 2011, from Conspiracy for Good: http://www.conspiracyforgood.com/about.php

Krozser, K. (2010, March 30). Thoughts on Transmedia Storytelling, or, Is It Right for Every Story? Retrieved July 7, 2011, from BookSquare: http://booksquare.com/thoughts-on-transmedia-storytelling-or-is-it-right-for-every-story/

Lamb, A., & Johnson, L. (n.d.). Fluid Environments for Life-Long Learning. Retrieved September 3, 2011, from Lamb Learning Group: http://eduscapes.com/fluid/index.html

LaRose, R., Mastro, D., & Eastin, M. S. (2001). Understanding Internet usage: A social-cognitive approach to uses and gratifications. Social Science Computer Review , 19 (4), pp. 395-413.

Lawless, K. A., & Schrader, P. (2008). Where Do We Go Now? Understanding Research on Navigation in Complex Digital Environments. In J. Coiro, M. Knobel, C. Lankshear, & D. J. Leu, Handbook of Research on New Literacies (pp. 267-296). New York, NY: Lawrence Erlbaum Associates.

Leavitt, A. (2010, May 4). Where Is Our Transmedia Mozart? Retrieved September 3, 2011, from Futures of Entertainment: http://www.convergenceculture.org/weblog/2010/05/where_is_our_transmedia_mozart.php

Lee, C. S., Goh, D. H.-L., Chua, A. Y., & Ang, R. P. (2010). Indagator: Investigating Perceived Gratifications of an Application That Blends Mobile Content Sharing With Gameplay. Journal of the American Society for Information Science and Technology , 61 (6), pp. 1244-1257.

Lee, C. S., Goh, D. H.-L., Razikin, K., & Chua, A. Y. (2009). Tagging, Sharing and the Influence of Personal Experience. Journal of Digital Information , 10 (1).

Li, X. (2010, April 12). Coming together in Space: What is “trans” about “transmedia”? Retrieved September 16, 2011, from canarytrap.net: http://canarytrap.net/tag/transmedia/

Li, X. (2009, September 23). Transmedia as intertext and multiplicity: why some types of stories lend themselves to transmedia. Retrieved September 16, 2011, from canarytrap.net: http://canarytrap.net/2009/09/transmedia-as-intertext-and-multiplicity-why-some-types-of-stories-lend-themselves-to-transmedia/

Lidwell, W., Holden, K., & Butler, J. (2010). Universal Principles of Design (2nd Edition). Beverly, MA: Rockport Publishers Inc.

Lillie, J. (1997). Empowerment Potential of Internet Use. Retrieved September 10, 2011, from University of North Carolina at Chapel Hill: http://www.unc.edu/~jlillie/340.html

Lin, C. A. (1999). Online Service Adoption Likelihood. Journal of Advertising Research , 39 (2), 79-89.

Lipman, D. (1999). Improving Your Storytelling: Beyond the Basics for All Who Tell Stories in Work or Play . Little Rock, AR: August House Publishers Inc.

Littlejohn, S. W., & Foss, K. A. (2010). Theories of Human Communication (10th Edition). Waveland Press, Inc.

Livingstone, S., Couvering, E. V., & Thumim, N. (2008). Converging Traditions of Research on Media and Information Literacies. In J. Coiro, M. Knobel, C. Lankshear, & D. J. Leu, Handbook of Research on New Literacies (pp. 103-132). New York, NY: Lawrence Erlbaum Associates.

Long, G. A. (2011). On Toys and Transmedia Storytelling. Retrieved September 16, 2011, from Geoffrey Long 2011: http://www.geoffreylong.com/miscellany/actionfigures.php

Long, G. A. (2007). Transmedia Storytelling: Business, Aesthetics and Production at the Jim Henson Company. MIT: Cambridge, MA.

Lonsdale, A. J., & North, A. C. (2011). Why Do We Listen to Music? A Uses and Gratifications Analysis. British Journal of Psychology , 102, pp. 108-134.

Love, G. (2004, May 31). Story Structures: Fishbone. Retrieved December 4, 2011, from New Media Journalism: http://www.nemejo.com/experiments/fishbone

Lui, S., Lang, K. R., & Kwok, S. (2002). Participation Incentive Mechanisms in Peer-to-Peer Subscription Systems. 35th Hawaii International Conference on System Sciences (p. 302b). Los Alamitos, CA: IEEE Press.

Macy, S., Anderson, E., & Krygier, J. (2000). Interactivity and Meaning. In R. Jacobson, Information Design (pp. 293-299). Boston, MA: The MIT Press.

Market Segmentation Services. (2008). Psychographic Research. Retrieved December 4, 2011, from Market Segmentation Services: http://www.marketsegmentation.com/what_are_psychographics.html

Marketwire. (2011, July 19). Colonial Williamsburg Debuts New Alternate Reality Game for Limited Time Only”. Retrieved July 20, 2011, from Marketwire: http://www.marketwire.com/press-release/colonial-williamsburg-debuts-new-alternate-reality-game-for-limited-time-only-1539863.htm

Marshall, J., & Adamic, M. (2010). The Story Is the Message: Shaping Corporate Culture. Journal of Business Strategy , 31 (2), pp. 18-23.

Martin, H. J. (2011, July 17). NYC Haunts: Bronx Teens Discover Their Neighborhood Through an Interactive Look at the Dead. Retrieved July 17, 2011, from Huffington Post: http://www.huffingtonpost.com/the-new-york-public-library/nyc-haunts-bronx-teens-di_b_898206.html

Maslow, A. H., Frager, R., & Fadiman, J. (1987). Motivation and Personality. (3rd, Ed.) New York, NY: HarperCollins Publishers.

Matheson, R. (1978). What Dreams May Come. New York: NY: Tor.

Matthews-DeNatale, G. (2008). Digital Storytelling: Tips and Resources. Retrieved September 3, 2011, from Educause: http://net.educause.edu/ir/library/pdf/ELI08167B.pdf

Mayer, R. E. (2008). Multimedia Literarcy. In J. Coiro, M. Knobel, C. Lankshear, & D. J. Leu, Handbook of Research on New Literacies (pp. 359-376). New York, NY: Lawrence Erlbaum Associates.

Mayfield, R. (2006, April 26). Power Law of Participation. Retrieved November 5, 2011, from Ross Mayfield’s Blog: Markets, Technology & Musings: http://ross.typepad.com/blog/2006/04/power_law_of_pa.html

McClean, S. T. (2007). Digital Storytelling: The Narrative Power of Visual Effects in Film. Cambridge, MA: The MIT Press.

McGonigal, J. (2006). This Might Be a Game: Ubiquitous Play and Performance at the Turn of the Twenty-First Century. PhD dissertation . University of California.

McGuire, W. J. (1974). Psychological motives and communication gratification. In J. G. Blumler, & E. Katz, The Uses of Mass Communications. Beverly Hills, CA: Sage Publications.

McGuire, W. J. (1976, March). Some Internal Psychological Factors Influencing Consumer Choice. Journal of Consumer Research , pp. 302-319.

McIntosh, B., Cohn, R., & Grace, L. (2010, August 17). Nonlinear Narrative in Games: Theory and Practice. Game Career Guide .

McKee, R. (1997). Story: Substance, Structure, Style, and the Principles of Screenwriting. New York, NY: ReganBooks.

McManus, B. F. (1998, October). Freytag’s Triangle. Retrieved September 29, 2011, from Tools for Analyzing Fiction: http://www2.cnr.edu/home/bmcmanus/freytag.html

McQuail, D. (1983). Mass Communication Theory (1st Edition). London, England: Sage Publications.

McQuail, D. (1994). Mass Communications: An Introduction (3rd Edition). London, England: Sage Publications.

McQuail, D., Blumler, J. G., & Brown, J. (1972). The Television Audience: A Revised Perspective. In D. McQuail, Sociology of Mass Communication (pp. 136-165). Middlesex, England: Penguin.

Mendelson, A. L., & Papacharissi, Z. (2007). Reality vs. Fiction: How Defined Realness Affects Cognitive & Emotional Responses to Photographs. Visual Communication Quarterly , 14 (4), pp. 231-243.

Merriam, S. B. (2009). Qualitative Research: A Guide to Design and Implementation. San Francisco, CA: Jossey-Bass.

Miliard, M. (2009, January 14). Novel Idea: Twitter Fiction. Retrieved October 27, 2011, from The Boston Phoenix: http://thephoenix.com/boston/arts/75180-novel-idea-twitter-fiction/?page=1#TOPCONTENT

Miller, C. H. (2008). Digital Storytelling: A Creator’s Guide to Interactive Entertainment (2nd Edition). Amsterdam: Elsevier.

Montola, M. (2009). Games and Pervasive Games. In J. S. Markus Montola, Pervasive Games: Theory and Design (pp. 7-23). San Francisco, CA: Elsevier Science & Technology.

Mulholland, P., & Collins, T. (2002). Using Digital Narratives to Support the Collaborative Learning and Exploration of Cultural Heritage. 13th International Workshop on Database and Expert Systems Applications (DEXA’02 (p. 527). dexa.

Murray, J. H. (1997). Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York, NY: The Free Press.

Neto, J. S., Roussel, N., & Filgueras, L. V. (2009, October 5). User’s Issues in Crossmedia Applications. SIGDOC09 .

Newman, J. (2004). Videogames. London: Routledge.

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