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Players Who Suit MUDs,
a refereed paper which appeared in Volume 1, Issue
1 of the Journal of
MUD Research, June, 1996. This is a local copy of the
published
version.
Read the background on the
paper for its context.
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Interactive
Multi-User Computer Games,
a report commissioned by British Telecom
on the state of the on-line multi-player
game industry at the time (June, 1990). This is a
local copy (in HTML) of the
published
version.
Read the background on the
paper for its context.
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MUD Advanced Project Report,
an internal memorandum (CSM-73) published in the
Department of Computer Science's series at
the University of Essex, January, 1985.
Read the background on the
paper for its context.
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Designing Virtual Worlds,
my classic (ahem!) work on the subject without the original formatting but with
the errata embedded, 2003 (format: PDF). It's released under a
Creative Commons
Licence 4.0 BY-NC-ND, so for those who would like to reformat it it's also
provided in .docx format.
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Pitfalls of Virtual Property,
a report written for the Themis Group, April 2004 (format: PDF).
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Massively Multihero: Why People Play Virtual Worlds,
a refereed paper from CGAIDE, November 2004 (format: PDF).
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Newbie Induction: How Poor Design Triumphs in Virtual Worlds,
a paper presented at Other Players, ITU Copenhagen, December 2004 (format: PDF).
The associated slides are here.
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Making Places,
the extended version of a paper written for the book
Space
Time Play (format: PDF).
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Virtual Worlds: Why People Play,
a straight-to-the-point description of my 8-types model from
Massively
Multiplayer Game Development 2 (format: PDF).
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Virtual Worldliness,
a discussion of what the virtual asks of the real. From
The
State of Play: Law, Games and Virtual Worlds (format: PDF).
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Why Governments aren’t Gods and Gods aren’t
Governments,
a refereed paper which appeared in Special Issue #7 of First Monday, September, 2006.
This is a local copy of the
published
version (format: PDF).
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Presence and Flow: Ill-Fitting Clothes for Virtual Worlds,
a refereed paper which appeared in volume 10, issue 3 of Techné, Spring, 2007.
This is a local copy of the
published
version (format: PDF).
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The Line between Play and Design,
a paper presented at The Philosophy of Computer Games conference in Potsdam, Germany, May 2008 (format: PDF).
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Alice and Dorothy Play Together,
a formal write-up of my Indie MMO Game Developers Conference 2009 presentation. From
Third Person: Authoring
and Exploring Vast Narratives (format: PDF).
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Unrealistic Expectations,
which looks at simulation and non-simulation in game worlds. From
Ring Bearers: The Lord of the Rings Online as Intertextual Narrative (format: PDF).
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Understanding the Limits of Theory,
about the uses and abuses of player type theory. From
Beyond Game Design: Nine Steps Towards Creating Better Videogames (format: PDF).
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MMO Morality,
a discussion of some moral issues relating to the implied covenant that game designers have with their players. From
Computer Games and New Media Cultures: a Handbook of Digital Games Studies, 2012 (format: PDF).
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The Decline of MMOs,
explaining how MMOs have expanded to far and are now losing both their core and casual
audiences. From
International Conference: New Directions in the Development of Creative and Media Industries, June, 2013 (format: PDF).
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From MUDs to MMORPGs: The History of Virtual Worlds,
a fairly detailed description of the early history of MMOs. From
International Handbook of Internet Research (format: PDF).
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Special Issue Issues,
a light-hearted analysis of the other articles in Psychology of Popular Media Culture volume 4 issue 4 (format: PDF).
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Unrealisticness,
a refereed paper discussing why players will accept as true some falsehoods they
know to be false but not accept others. From Ludology 2(1), 2021 (format: PDF).
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