Check out some of the research that’s played a part in the development of the game thus far!

 

2015

Gina Bloom. “Videogame Shakespeare: Enskilling Audiences through Theater-Making Games,” Shakespeare Studies 43, special forum on “Skill,” ed. Evelyn Tribble.

Colin Milburn, Mondo Nano: Fun and Games in the World of Digital Matter (Duke University Press).

 

 

2014

Michael Neff, “Lessons from the Arts: What the Performing Arts Literature Can Teach Us about Creating Expressive Character Movement,” inNonverbal Communication in Virtual Worlds, ETC Press, 2014.

 

2013

Gina Bloom, “Games,” in 21st Century Approaches: Early Modern Theatricality, Henry S. Turner, ed. (Oxford University Press).

 

2012

Gina Bloom, “‘My Feet See Better Than My Eyes’: Spatial Mastery and the Game of Masculinity in Arden of Faversham’s Amphitheater,” inTheatre Survey 53.1.

 

2010

Gina Bloom, “‘Boy Eternal’: Aging, Games, and Masculinity in The Winter’s Tale,” in English Literary Renaissance 40.3.

Gina Bloom, “Manly Drunkenness: Binge Drinking as Disciplined Play,” in Masculinity and the Metropolis of Vice, 1550-1650, Amanda Bailey and Roze Hentschell, eds. (Palgrave).

Colin Milburn, “Digital Matters: Video Games and the Cultural Transcoding of Nanotechnology,” in Governing Future Technologies: Nanotechnology and the Rise of an Assessment Regime, eds. Mario Kaiser, Monika Kurath, Sabine Maasen, and Christoph Rehmann-Stuuer (Springer).

 

2008

Colin Milburn, “Atoms and Avatars: Virtual Worlds as Massively Multiplayer Laboratories,” Spontaneous Generations 2.