Transmedia Stories: Narrative Methods for Public Health and Social Justice

Works Cited for Narrative Video Games

Abt, Clark C. Serious Games. New York, Viking Press, 1970.

Asaro, Peter M. “Transforming Society by Transforming Technology: The Science and Politics of Participatory Design.” Accounting Management and Information Technology

“Healthy Youth Development: Science and Strategies.” Journal of Public Health Management and Practice, vol. 12, no. 6 SUPPL. 6, 2006, pp. S10–S16.

Brown, Tim. “Design Thinking.” Harvard Business Review. June 2008.

Catalano, Richard, et al. “Future Directions for Positive Youth Development as a Strategy to Promote Adolescent Sexual and Reproductive Health.” Journal of Adolescent Health, vol. 46, 2010, S92–S96.

Civil Rights Data Collection. ocrdata.ed.gov/. Accessed 5 Aug. 2021.

Dobbin, Frank, and Alexandra Kalev. “Training Programs and Reporting Systems Won’t End Sexual Harassment. Promoting More Women Will.” Harvard Business Review. 15 Nov. 2017.

Eisenberg, Marla E., et al. “Barriers to Providing the Sexuality Education that Teachers Believe Students Need.” Journal of School Health, vol. 83, no. 5, 2013, pp. 335–342.

Frank, Dobbin and Alexandra Kalev. “Training Programs and Reporting Systems Won’t End Sexual Harassment. Promoting More Women Will.” Harvard Business Review. November 15, 2017, vol. 83, no. 5, 2013, pp. 335–342.

Gilliam, Melissa, Patrick Jagoda, et al. "“Because If We Don’t Talk about It, How Are We Going to Prevent It?”: Lucidity, a Narrative-Based Digital Game about Sexual Violence." Sex Education, vol. 16, no. 4, 2016, pp. 391-404.

Hill, Catherine. “Crossing the Line: Sexual Harassment at School.” American Association of University Women, 2011.

Hunter, Robert. The Gamification Handbook: Everything You Need to Know about Gamification. Brisbane, Emereo, 2011.

IDEO. Human-Centered Design Toolkit. Palo Alto, Bill and Melinda Gates Foundation, 2011.

Jagoda, Patrick. “Digital Games and Narrative.” Cambridge Companion to Narrative Theory, edited by Matthew Garrett, Cambridge University Press, 2018, pp. 231–247.

---. Experimental Games: Critique, Play, and Design in the Age of Gamification. University of Chicago Press, 2020.

Jagoda, Patrick, and Jennifer Malkowski. "Introduction: American Game Studies." American Literature, vol. 94, no. 1, 2022, pp. 1-16.

Kann, Laura, et al. “Youth Risk Behavior Surveillance – United States, 2015,” MMWR Surveill Summ, vol. 65, no. 6, 2016, pp. 1–174.

Kato, Pamela, et al. “A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults with Cancer: A Randomized Trial.” Pediatrics, vol. 122, no. 2, 2008, pp. e305–e317.

Kaufman, Geoff, and Mary Flanagan. “A Psychologically 'Embedded' Approach to Designing Games for Prosocial Causes.” Cyberpsychology, vol. 9, no. 3, 2015.

May, Emmeline, and Blue Seat Studios. “Tea and Consent.” 12 May 2015, www.youtube.com/watch?v=oQbei5JGiT8&ab_channel=BlueSeatStudios. Accessed 8 Aug. 2021.

Murray, Janet. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York, The Free Press, 1997.

Pellegrino, James W., and Margaret L. Hilton. Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century. Washington, D.C., National Academies Press, 2012.

Peterson, Jon. Playing at the World: A History of Simulating Wars, People, and Fantastic Adventures, from Chess to Role-Playing Games. San Diego, Unreason Press, 2014.

Phillips, Amanda D. Gamer Trouble: Feminist Confrontations in Digital Culture. New York University Press, 2020.

Rape, Abuse & Incest National Network, Victims of Sexual Violence: Statistics, www.rainn.org/statistics/victims-sexual-violence. Accessed 5 Aug. 2021.

Reeves, Byron, and J. L. Read. Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. Boston, Harvard Business Press, 2009.

Robb, Lori A, and Dennis Doverspike. “Self-reported Proclivity to Harass As a Moderator of the Effectiveness of Sexual Harassment-Prevention Training.” Psychological Reports, vol. 88, no. 1, 2001, pp. 85–88.

Rowley, J., et al. “Exploring the Feasibility and Acceptability of a High-School-Based Digital Sexual Assault Prevention Program: Bystander.” Contraception, vol. 96, no. 4, 2017, p. 298.

Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge, MIT Press, 2003.

Schewe, P.A. "Interventions to Prevent Sexual Violence." Handbook of Injury and Violence Prevention, edited by Lynda Doll, et al., New York, Springer, 2007, pp. 223–240.

Thaler, Richard H., and Cass R. Sunstein. Nudge: Improving Decisions About Health, Wealth, and Happiness. New York, Penguin Books, 2009.

United States Department of Justice, Bureau of Justice Statistics. Female Victims of Sexual Violence, 1994–2010, 2013.

Wolfe, David, et al. “A School-based Program to Prevent Adolescent Dating Violence: A Cluster Randomized Trial.” Archives of Pediatrics & Adolescent Medicine vol. 163, no. 8, 2009, pp. 692–699.

Zichermann, Gabe, and Christopher Cunningham. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Sebastopol, O’Reilly Media, 2011.

Zichermann, Gabe, and Joselin Linder. Game-Based Marketing: Inspire Customer Loyalty through Rewards, Challenges, and Contests. Hoboken, Wiley, 2010.

Zimmerman, Eric. “Manifesto for a Ludic Century.” The Gameful World, edited by Steffen P. Walz and Sebastian Deterding, Cambridge, MIT Press, 2015.

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