Our Research

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

 
 

2016

Gina Bloom, Sawyer Kemp, Nicholas Toothman, and Evan Buswell. “‘A Whole Theatre of Others’: Amateur Acting and Immersive Spectatorship in the Digital Shakespeare Game Play the Knave.” Shakespeare Quarterly, special issue on “#Bard,” ed. Douglas Lanier, 67.4 (Winter 2016): 408-430.

 

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,” in Nonverbal Communication in Virtual Worlds, ETC Press, 2014.

 

2013

Gina Bloom, “Games,” Early Modern Theatricality, Oxford Twenty-First Century Approaches to Literature. 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,” in Theatre 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.