Final Blog Post Bibliography
Topic: I ultimately decided to focus the topic of my final blog post on that of my original blog post: exploring video games as a modern form of hedonism and how they’re essentially a vehicle for pleasing the user, with other functions secondary to the user’s enjoyment.
Anthropy, Anna. Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Dropouts, Queers, Housewives, and People Like You Are Taking Back an Art Form. New York: Seven Stories Press, 2012.
Bissell, Tom. Extra Lives: Why Video Games Matter. New York: Pantheon Books, 2010.
Brown, Damon. Porn & Pong: How Grand Theft Auto, Tomb Raider and Other Sexy Games Changed Our Culture. Port Townsend, WA: Feral House, 2008.
Feldman, Fred. Pleasure and the Good Life: Concerning the Nature, Varieties, and Plausibility of Hedonism. Oxford: Clarendon Press, 2004.
Gosling, J.C.B. Pleasure and Desire: The Case for Hedonism Reviewed. Oxford: Clarendon Press, 1969.
Holbrook, Morris B., et al. “Play as a Consumer Experience: The Roles of Emotions, Performance, and Personality in the Enjoyment of Games.” Journal of Consumer Research 11 (1984): 728-739. Accessed February 5, 2013. http://www.
Jeng, Shih-Ping, and Ching-I Teng. “Personality and Motivations for Playing Online Games.” Social Behavior & Personality 36 (2008): 1053-1060. Accessed February 5, 2013. doi: 10.2224/sbp.2008.36.8.1053.
Lauwaert, Maaike, Joseph Wachelder, and Johan van der Walle. “Frustrating Desire: On Repens and Repositio, or the Attractions and Distractions of Digital Games.” Theory, Culture, & Society 24 (2007): 89-108. Accessed February 5, 2013. doi: 10.1177/0263276407071575.
Mendola, Joseph. “Intuitive Hedonism.” Philosophical Studies 128 (2006): 441-477. Accessed February 5, 2013. doi: 10.1007/s11098-004-7810-5.
Mortensen, Torill Elvira. Perceiving Play: The Art and Study of Computer Games. New York: Peter Lang Publishing, 2009.
“Pleasure Seeking.” The Aldine 5 (1872): 240-241. Accessed February 5, 2013.
Rigby, Scott. Glued to Games: How Video Games Draw Us in and Hold Us Spellbound. Santa Barbara: ABC-CLIO, 2011.
Reinecke, Leonard, et al. “Characterizing Mood Management as Need Satisfaction: The Effects of Intrinsic Needs on Selective Exposure and Mood Repair.” Journal of Communication 62 (2012): 437-453. Accessed February 5, 2013. doi: 10.1111/j.1460-2466.2012.01649.x.
Sandøe, Peter. “Quality of Life: Three Competing Views.” Ethical Theory and Moral Practice 2 (1999): 11-23. Accessed February 5, 2013. http://www.jstor.org/ stable/ 27504064.
Schiesel, Seth. “Finding Escapism in the Minutiae of Daily Life.” New York Times, June 2, 2009, sec. A.
Smith, Jonas Heide, and J. Patrick Williams, eds. The Player’s Realm: Studies on the Culture of Video Games and Gaming. Jefferson, N.C.: McFarland & Co., 2007.
Tamborini, Ron, et al. “Media Enjoyment as Need Satisfaction: The Contribution of Hedonic and Nonhedonic Needs.” Journal of Communication 61 (2011): 1025-1042. Accessed February 5, 2013. doi: 10.1111/j.1460-2466.2011.01593.x.