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