Selected Publications

Aldred, J. (2013). “Characters.” Book Chapter: The 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. Living Stereo: Histories and Cultures of Multichannel Sound. London: Bloomsbury, 2015.

Everrett, T. (2014).  “Ears Wide Shut: Headphones and Moral Design.” PHD Dissertation, Carleton 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). “The Scandal of Digital Humanities.” 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.” Journal Paper: Digital 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.”  Book Chapter: Halfway House: The Poetics of Australian Spaces, 333-344pp. The 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.” Masters Thesis, Carleton University.

Thorne, S. (2014). “The House of the Future: Mediating Open Enclosures.” Journal Paper: Digital Studies 14 (Special Issue), n. p.

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

Whitson, J. and Simon, B. (2014). Special Issue on Surveillance, Games and Play. Guest Editor: Surveillance 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.” Journal Paper: Games and Culture 8(4), 215-237pp.

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. Carleton 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.