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Grace M
member since January 2 2008
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(19)
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Grace M’s last login was Wednesday, August 6 2008.
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(19)
A Theory of Fun for Game Design
by
Raph Koster
Fans, Bloggers, and Gamers: Media Consumers in a Digital Age
by
Henry Jenkins
Got Game: How the Gamer Generation Is Reshaping Business Forever
by
John C. Beck
Convergence Culture
by
Henry Jenkins
Synthetic Worlds: The Business and Culture of Online Games
by
Edward Castronova
The Wealth of Networks
by
Yochai Benkler
Snow Crash
by
Neal Stephenson
What the Dormouse Said: How the Sixties Counterculture Shaped the Personal Computer Industry
by
John Markoff
The Digital Person: Technology And Privacy In The Information Age
by
Daniel J. Solove
The Singularity is Near
by
Ray Kurzweil
A Grammar of Game Play: How Games Work
by Raph Koster
Spook Country
by
William Gibson
The Celestine Prophecy
by
James Redfield
Designing Virtual Worlds
by
Richard A. Bartle
The Tipping Point
by
Malcolm Gladwell
The Tenth Insight: Holding the Vision (Celestine Prophecy)
by
James Redfield
,
Carol Adrienne
Blink
by
Malcolm Gladwell
Medici Effect: What You Can Learn from Elephants and Epidemics
by
Frans Johansson
The State of Play: Law, Games, and Virtual Worlds (Ex Machina: Law, Technology, and Society)
by Beth Noveck
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