Selected Publications

Aldred, J. (2013). “Characters.â€� Book Chapter:ÌýThe Routledge Companion to Video Game Studies, n.p.

Aldred, J. (2013). “Review: The Poetics of Slumberland: Animated Spirits and the Animating Spirit by Scott Bukatman.� Book Review.

Aldred, J. (2012). A Question of Character: Transmediation, Abstraction and Identification in Early Movie-Licensed Games. In Mark J.P. Wolf, ed., Before the Crash: Essays in Early Video Game History, Wayne State University Press.

Aldred, J. (2012). Entries for “The Sims series;� “Grand Theft Auto III; “�The Ultima series;� “Journalism;� and “Merchandising.� The Encyclopedia of Video Games. Ed. Mark J.P. Wolf. Greenwood Press.

Aldred, J. (2012). ‘I Am Beowulf! Now, It’s Your Turn’: Playing With (and as) the Digital Character in the Transmedia Franchise. The Oxford Handbook of Sound and Image in Digital Media. Eds. Amy Herzog, John Richardson, and Carol Vernallis. Oxford; New York: Oxford Unaiversity Press.

Aldred, J. (2011). From Synthespian to Avatar: Re-framing the role of the digital actor in Final Fantasyand The Polar Express. Mediascape (Winter 2011).

Aldred, J. and Greenspan, B. (2011) ‘A Man Chooses, A Slave Obeys’: BioShock and the Dystopian Logic of Convergence. Games and Culture 6.5 (September 2011): 479-496.

Aldred, J., Biddle, R., Eaket, C., Greenspan, B., Mastey, D., Tran, M.Q., and Whitson, J. (2007). Playscripts: A New Method for Analyzing Game Design and Play. In Proceedings of the 2007 Conference on Future Play (Toronto, Canada, November 14 – 17, 2007). ACM, New York, NY, 205-208.

Eaket, C., King, N., Greenspan, B., Tran, M.Q., and Whitson, J. (2008). Neo-Immersion: Awareness as a Measure of Engagement in Gameplay. In Proceedings of the 2008 Conference on Future Play (Toronto, Canada, November 3 – 5, 2008). ACM, New York, NY.

Eaket, C. (2008) .“Project [murmur] and the Performativity of Space.� Theatre Research in Canada. 29:1, Spring 2008.

Eaket, C. (2008). “Metropolitan Mimesis: Michael Kinnie’s City Stages.� Canadian Theatre Review #134. Spring 2008.

Eaket, C. (2005). “Locative Media.� Cartouche. Number 58, Summer.

Everrett, T., Théberge, P., and Devine, K.ÌýLiving Stereo: Histories and Cultures of Multichannel Sound. London: Bloomsbury, 2015.

Everrett, T. (2014).Ìý “Ears Wide Shut: Headphones and Moral Design.â€� PHD Dissertation, ÐÓ°ÉÔ­´´ University.

Gibson, T., S.J. Murray, S. Erdelez, B.A. Disney, & B. Greenspan. (2018). “Digital humanities, libraries, and crowdsourcing: Foundations of digital textual technologies.� In Building and Sustaining an Ethical Future with Emerging Technology: Proceedings of the 81 Annual Meeting of the Association for Information Science & Technology (ASIS&T) 55(1): 808-811.

Greenspan, B. (2022). “Utopia and Gaming.� In Jennifer Wagner-Lawlor, Peter Marks and Fátima Vieira, eds. The Palgrave Handbook of Utopian and Dystopian Literature. London: Palgrave, 2022: 255-266.

Greenspan, B. (2021). “Tailing Rebus: Plotting a Conspiracy in Digital Space.� In Dan Punday, ed., Digital Narrative Spaces. New York: Routledge: 36-48.

Greenspan, B. (2021). “Postscript on the Cntl+Alt Society: Protocols for Locative Media.� In Shane Hawkins, ed., Access and Control in Digital Humanities. New York: Routledge, 2021: 153-167.

Greenspan, B. (2019).Ìý“The Scandal of Digital Humanities.â€� In Matthew K. Gold and Lauren Klein, eds., Debates in the Digital Humanities 2019. Minneapolis: University of Minnesota Press: 92-95.

Greenspan, B. (2015). “Are Digital Humanists Utopian?� Book Chapter: Debates in the Digital Humanities 2015, Matthew K. Gold and Lauren Klein, eds. University of Minnesota Press. Forthcoming.

Greenspan, B. (2015). “Don’t Make a Scene: Game Studies for an Uncertain World.â€� Journal Paper:ÌýDigital Studies/Le champ numérique 5: 2014-15. Forthcoming.

Greenspan, B. (2011). “Forget the true shape of the planet: The Anarchic Spaces of Greg Egan’s Distress.â€�Ìý Book Chapter:ÌýHalfway House: The Poetics of Australian Spaces,Ìý333-344pp.ÌýThe University of New South Wales Press.

Greenspan, B. (2011). The New Place of Reading: Locative Media and the Future of Narrative. Digital Humanities Quarterly 5.3.

Greenspan, B. (2011). Songlines in the Streets: Story Mapping with Itinerant Hypernarrative. In New Narratives: Stories and Storytelling in the Digital Age, Ruth Page and Bronwen Thomas, eds. Lincoln, NE: University of Nebraska Press: 153-169.

Greenspan, B. (2011). A Brain is a Terrible Thing to Waste: Isolation U. and the Campus Zombie. In Generation Zombie: Essays on the Living Dead in Modern Culture, Stephanie Boluk and Wylie Lenz, eds. McFarland Press: 206-218.

Greenspan, B. (2008). “Surfing the Singularity: The Future of Narrative Media.� In The Influence of Imagination: Essays on Science Fiction and Fantasy as Agents of Social Change, Lee Easton and Randy Schroeder, eds. McFarland Press: 202-220. (Read the SFRA Review)

Greenspan, B., Dormann, C., Caquard, S., Eaket, C. and Biddle, R. (2006). “Live Hypernarrative and Cybercartography: You are Here, Now.� Cartographica 41.1: 35-46.

Khaled, R., Barr, P., Greenspan, B., and Biddle, R. StoryTrek: Experiencing Stories in the Real World. Proceedings of MindTrek ’11, 2011.

Kauhanen, M., C. Eaket, and Biddle, R. (2007). “Patterns for story authoring tools.� Proceedings of 12th European Conference on Pattern Languages of Programs (EuroPLoP 2008). Irsee, Germany; July.

Martin, K,, A. Quan-Haas,e & B. Greenspan. (2017). “STAK –Serendipitous Tool for Augmenting Knowledge: Connecting Digital and Physical Resources.� Digital Studies/Le champ numérique Vol. 9.

Murphy, E.C., B. Greenspan, & S. Smith. (2019). “The Undergraduate Summer Intensive: Principles of Pedagogy and Design.� In Crompton, Lane & Siemens, eds. Doing More Digital Humanities: Open Approaches to Creation, Growth, and Development. New York: Routledge: 251-263.

Robertson, A. (2014). “Gaming with Ghosts: Hauntology, Metanarrative, and Gamespace in Video Games.â€� Masters Thesis, ÐÓ°ÉÔ­´´ University.

Thorne, S. (2014). “The House of the Future: Mediating Open Enclosures.â€� Journal Paper:ÌýDigital Studies 14 (Special Issue),Ìýn. p.

Whitson, J. and Simon, B. (2014). “Game Studies meets Surveillance Studies at the Edge of Digital Culture.â€� Journal Paper:ÌýSurveillance and Society 12(3), n.p., Queens University.

Whitson, J. and Simon, B. (2014). Special Issue on Surveillance, Games and Play.ÌýGuest Editor:ÌýSurveillance and Society, Queens University.

Whitson, J. (2014). “Review of G. Kirkpatrick, Computer Games and the Social Imaginary.� Book Review

Whitson, J., Dormann, C., and Neuvians, M. (2013). “Once More with Feeling: Design patterns for affective play.â€� Journal Paper:ÌýGames and Culture 8(4),Ìý215-237pp.

Whitson, J., and Greenspan, B. (2013). Whether to Play or Preserve the Past?: Creating The Forgotten Worker Quest. Proceedings Paper: Foundations of Digital Games 2013, 298-305pp. ACM.

Whitson, J. (2013). Gamasutra Game Developer Blog. Featured “expert� blog: Gamasutra.

Whitson, J. (2013). The Console Ship is Sinking and What this Means for Indies. Journal Paper: Loading…The Journal of the Canadian Game Studies Association 7(11), 122-129pp. Simon Fraser University

Whitson, J. (2013). Gaming the Quantified Self. Journal Paper: Surveillance and Society 11(1/2), 163-176pp. Queen’s University.

Whitson, J. (2012). PhD Thesis. Game Design by Numbers: Instrumental Play and the Quantitative Shift in the Digital Game Industry. ÐÓ°ÉÔ­´´ University.

Whitson, J. (2011). La Revolution des Jeux Sociaux. In Socialisation et Communication dans les Jeux Video, ed. Charles Perraton, Magdo Fusaro et Maude Bonenfant. Montreal: Les Presses de L’Universite de Montreal: 41-64.

Whitson, J. (2010). Rule Making and Rule Breaking: Game Development and the Governance of Emergent Behaviour. fibreculture 16.

Whitson, J. (2009). “Surveillance and Democracy in the Digital Enclosure.� in Surveillance and Democracy, edited by K. D. Haggerty and M. Samatas. Oxford: Routledge.

Whitson, J. and Dormann, C. (2011). Social Gaming for Change: Facebook Unleashed. First Monday 16.10.

Whitson, J. & Doyle, A. (2008). “Second Life and Governing Deviance in Virtual Worlds.� in Technocrime: Technology, Crime, and Social Control, edited by S. Leman-Langlois. Cullompton, Devon: Willan Publishing.