Single-Player, Multiplayer, MMOG: Design Psychologies for Different Social Contexts. Lecture, 2010 Game Developers’ Conference, San Francisco, California. The Promise of India: Ancient Culture, Modern Game Design. Lecture, NASSCOM Animation and Gaming Summit, Hyderabad, India, November 2009. Fundamentals of Game Design, Second Edition. Berkeley, California: New Riders, September 2009. What’s Next for God Games? Lecture, 2008 Game Developers’ Conference, San Francisco, California. Ten Commandments for Game Development Education. Opening keynote at the Academic Summit, 2008 Game Developers’ Conference, San Francisco, California. S.T.A.L.K.E.R.: Shadow of Chernobyl: Ludic Space as Memorial. Space Time Play. von Borries, Friedrich, Steffen P. Walz, and Matthias Böttger, editors. Basel: Birkhäuser Verlag AG, 2007. Celebrating Female Game Developers of Yesteryear. Article on the Next Generation website, August 2007. Rethinking Challenges in Games and Stories. Lecture, 2007 Game Developers’ Conference, San Francisco, California. 50 Books for Everyone in the Game Industry. Article on the Next Generation website, October 2006. Will Computer Games Ever Be a Legitimate Art Form? Journal of Media Practice, volume 7, number 1, 2006. Interchangeable Dialogue Content, in Game Writing: Narrative Skills for Videogames. Ed. Chris Bateman. Boston: Charles River Media, 2006. Fundamentals of Game Design (with Andrew Rollings). Upper Saddle River, New Jersey: Prentice Hall, September 2006. Hacking Through the Jungle: Interactive Storytelling Made Easy and Profitable. Lecture, Develop Conference, Brighton, England, 2006. A New Vision for Interactive Stories. Lecture, 2006 Game Developers’ Conference, San Jose, California. Developing Backwards and in High Heels. Lecture, Women in Games Conference, Dundee, Scotland, 2005. Letting the Audience onto the Stage: The Potential of VR Drama. Lecture, Virtual Storytelling Conference, Strasbourg, France, 2005. Emerging Issues in Game Design. Lecture, FuturePlay Conference, Lansing, Michigan USA, 2005. Interactive Narratives Revisited: Ten Years of Research. Lecture, 2005 Game Developers’ Conference, San Francisco, California. Introduction to 21st Century Game Design, by Chris Bateman and Richard Boon. Charles River Media, 2005. Design Considerations for Interactive Storytellers, Developing Interactive Narrative Content (a Sagas and Sagasnet Reader), ed. Brunhild Bushoff. High Text Verlang, 2005. The Philosophical Roots of Computer Game Design. Lecture, 2004 Game Developers’ Conference, San Jose, California. Break Into the Game Industry: How to Get a Job Making Video Games. Osborne/McGraw-Hill, May 2003. Andrew Rollings and Ernest Adams on Game Design (with Andrew Rollings). New Riders Publications, May 2003. Exploring the Fringe: Interactive Entertainment for the 21st Century. Lecture, 2003 Game Developers’ Conference, San Jose, California. Game Design Workshop. Hands-on workshop, Art Futura Art Festival, Barcelona, Spain, 2002. The Construction of Ludic Space. Lecture, Ars Electronica Art Festival, Linz, Austria, 2002. Getting into the Game: Skills & Careers in Game Development. Game Developer 2002 Game Career Guide, Fall 2002. Problems with Justice in On-line Communities. Lecture, Academy of Converging Media, Berlin, Germany, 2002. Bad Game Designer, No Twinkie! Lecture, Computer Game Technology Conference, Algoma University College, Sault Ste. Marie, Ontario, Canada, 2002. Lessons Learned from the Game Industry. Lecture, University Pompeu Fabra, Barcelona, Spain, 2002. Why We Shouldn’t Make Games. Lecture, 2002 Game Developers’ Conference, San Jose, California. Interactivity versus Narrative: This Time, It’s War! Lecture, Digital Media World, London, 2001. Fundamental Principles of Game Design. Lecture, University of Abertay, Dundee, Scotland, 2001. Dogma 2001: A Sermon on Technology, Creativity, and Art. Lecture, 2001 Game Developers’ Conference Europe, London, 2001. Will Computer Games Ever Be A Legitimate Art Form? Lecture, 2001 Game Developers’ Conference, San Jose, California. The Four Myths of Game Design, Game Developer magazine, volume 7, number 12, December 2000, pp. 34–40. Eurostylin’: An American Game Designer in Europe. Lecture, 2000 Game Developers’ Conference, San Jose, California. Innovation: Games that Changed the Industry. Lecture, 1999 Game Developers’ Conference, San Jose, California. Immortality for Game Developers, Game Developer magazine, volume 6, number 4, April 1999. Putting the Ghost in the Machine. Lecture, 1999 American Association for Artificial Intelligence Symposium on Computer Games and AI, Stanford University, Stanford, California. The Secret of Eternal (Product) Life: Lessons from J.R.R. Tolkien and John Madden. Lecture, 1997 Computer Game Developers’ Conference, Santa Clara, California. In Praise of Sex and Violence. Lecture, 1996 Computer Game Developers’ Conference, Santa Clara, California. The Computer as Projector. Lecture, Interactive Entertainment Developers’ Forum, London, 1995. Computer Game Development in the United States: A Historical Perspective. Lecture, Symposium on Electronic Entertainment, Korean Advanced Institute of Science and Technology, Taejon, South Korea, 1995. The Challenge of the Interactive Movie. Lecture, 1995 Computer Game Developers’ Conference, Santa Clara, California. Celluloid to Silicon: A Sermon for Newcomers from Hollywood, Proceedings of the 8th Computer Game Developers' Conference, April 1994. Programming the CD-I Player, Proceedings of the 6th Computer Game Developers' Conference, April 1992. The Problems and Promise of On-Line Games, Proceedings of the 5th Computer Game Developers' Conference, April 1991. Relational Database Design: A Tutorial and Case Study for Egyptologists, Adams, Ernest W. and Strudwick, Nigel, Informatique et Egyptologie 7 (Paris 1990). An On-Site Archaeological Database, Adams, Ernest W. and Foley, Mary Ellen, Wissenschaftliche Zeitschrift der Humboldt-Universität zu Berlin, 37 (1988) 3. |