Suggested Reading

Aarseth, Espen J. Cybertext: Perspectives on Ergodic Literature. Johns Hopkins University Press, 1997.

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. Seven Stories Press, 2012.

Bogost, Ian. How to Do Things with Videogames. University of Minnesota Press, 2011.

—. Persuasive Games: The Expressive Power of Videogames. MIT Press, 2010.

Borsuk, Amaranth. The Book. MIT Press, 2018.

Clarke, M. J., and Cynthia Wang, editors. Indie Games in the Digital Age. Bloomsbury Academic, 2020.

Flanagan, Mary. Critical Play: Radical Game Design. MIT Press, 2009.

Montfort, Nick. Twisty Little Passages: An Approach to Interactive Fiction. MIT Press, 2003.

Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. [Updated edition], Free Press, 2017.

Ryan, Marie-Laure. “From Narrative Games to Playable Stories: Toward a Poetics of Interactive Narrative.” Storyworlds: A Journal of Narrative Studies, vol. 1, 2009, pp. 43–59.

Schreier, Jason. Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made. Harper Paperbacks, 2017.

Wardrip-Fruin, Noah, and Pat Harrigan, editors. Second Person: Role-Playing and Story in Games and Playable Media. MIT Press, 2007.

Williams, Walt. Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games. Atria Books, 2017.

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Creating Playable Stories with Ink and Inky Copyright © 2023 by Jeremy Andriano is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License, except where otherwise noted.

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