Annotated bibliography

H., Murray Janet. Hamlet on the Holodeck: the Future of Narrative in Cyberspace. The MIT Press, 2017.
This source will be useful for the final project because it discusses the advancement of technology and also has reflections on how certain technologies have changed between the first and second edition of the book.  Each chapter discusses different ideas that are being presented through emerging technologies, which is helpful when talking about a new industry is flourishing because of the emergence of those technologies.  The reflection aspects of each chapter also come in handy to look back at how independent developers came to be in the first place.  Chapters on the multiform story and the four affordances will be important in looking at video games and how they fit into a new age media.
Gee, Elisabeth, et al. “Video Gaming as Digital Media, Play, and Family Routine: Implications for Understanding Video Gaming and Learning in Family Contexts.” Learning, Media & Technology, vol. 42, no. 4, Dec. 2017, pp. 468-482. EBSCOhost, doi:10.1080/17439884.2016.1205600
This article examines gaming as a form of digital media, as a method of play, and as part of a family routine.  It takes a look into the divide between those that have grown up with these technologies and those that have not and how this can create a division between a parent and child when it comes to views on how games should be used.  The article also looks into how the domestication, the acquisition of technologies that were once just in the public domain brought into the home, and how this changes the views on the technology by different generations.  The last thing the article discusses is research into game-related learning among families.  All of this is important to the topic of indie games because it is domesticating the development of games.  It also allows gaming to become more of a learning experiment for those interested into taking the next step into the industry.

Chess, Shira, et al. “What Does a Gamer Look Like? Video Games, Advertising, and Diversity.” Television & New Media, vol. 18, no. 1, Jan. 2017, pp. 37-57. EBSCOhost, doi:10.1177/1527476416643765.

This article takes a look into what the modern video game player would identify as nowadays.  It takes a statistical approach into seeing how race and ethnicity is represented in gaming advertisement.  It also looks at sexualization violence and other factors that are presented and how this played into race and ethnicity.   The final part of the article explains the limitations of the research and how it may be done better in a future study.  This is a useful article because indie games don’t belong to huge studios advertising to the masses so this allows them to be more inclusive by trying to market themselves to as many people as possible.  It also is useful in that indie games can be developed by anyone of any race or ethnicity and can be made specifically for those of that ethnicity to give them more representation in the modern video game landscape.

  Austin, Michael L. “From Mixtapes to Multiplayers: Sharing Musical Taste through Video Games.” Soundtrack, vol. 8, no. 1/2, Oct. 2015, pp. 77-88. EBSCOhost, doi:10.1386/st.8.1-2.77_1.

This article compares some of the new ways to share what gamers like when it comes to games by comparing it to how people used to share mixtapes.  It starts by examining what social context were inherent in the sharing of mixtapes.  Then the article goes into the ability of game sharing to be similar to sharing mixtapes by giving the pros and cons of game sharing.  The end of the article also discusses how moding and machinimas have also become part of the sharing culture.  This article is useful because it exemplifies how a new technology can be taken and made into ones own through various methods.  So games can be made into what the gamer wants now that he has the ability to modify it and make it their own.

MAYO, JONATHAN. “A Look into the World of Independent Gaming.” Film Matters, vol. 5, no. 3, Winter2014, pp. 75-76. EBSCOhost,

This is a review of the film Indie Game: The Movie and explains what occurs during the documentary.  Both this and the movie it reviews are good material for discussing the pros and cons of becoming an independent developer.  The movie focuses on the creators of Super Meat Boy, Braid, and Fez and the hardships that the developers go through to produce their art. This is an in depth look into the development of indie games and a perfect example of the indie success story.

Frelik, Pawel. “Changing Realities: Video Game Mods, (Micro) Politics, and the Fantastic.” Science Fiction Film & Television, vol. 44.1, no. 120, Jan. 2015, pp. 15-28. EBSCOhost,

This article discusses the prevalence of modding, politics, and fantastical concepts in video games.  It discusses the emergence of the modding community in the early days of video games.  It also talks about how politics can be brought in through these mods but also how it dulls any discussion about these politics by showing them in a fantasy way.  This is relevant to the topic of indie games because some prevalent games on steam and other markets originally started off as a mod of another game such as Team Fortress being a mod of Quake or The Stanley Parable being a mod of Half Life II.

Fest, Bradley J. “Metaproceduralism: The Stanley Parable and the Legacies of Postmodern Metafiction.” Wide Screen, vol. 6, no. 1, Sept. 2016, pp. 1-23. EBSCOhost,

This article discusses the self-reflexive and self-aware nature of new games such as The Stanley Parable.  It discusses how how postmodernism left its mark in the new metaficition video game genre.  This is a good article to discuss indie games because it shows how video games can be self aware and thought pieces.  It also ties into the prior article because The Stanley Parable was a mod of Half Life II.  It also created a genre of other indie games with thought pieces such as Papers Please or Antichamber.