42Entertainment – An American company based in Burbank which specializes in creating and producing alternate reality games (ARGs).
Facebook: Mark Zuckerberg – Facebook is an online social networking service. Mark Zuckerberg is one of five co-founders of the social networking website Facebook.
Zynga Games – A provider of social game services founded in July 2007
Smashing Magazine – A website and blog that offers resources and advice to Web developers and Web designers.
Webdesigner Depot – A popular blog about web design and development.
sitepoint – A Melbourne, Australia-based website, and publisher of books, courses and articles for web developers.
TechCrunch – A news website focused on information technology companies, ranging in size from startups to established NASDAQ-100 firms
Ted Talks – TED.com – A global set of conferences owned by the private non-profit Sapling Foundation, under the slogan “ideas worth spreading”. Since June 2006, the talks have been offered for free viewing online.
UX Movement – A progressive user experience blog devoted to promoting usable and intuitive user interface design.
Likeable Social Media: How to Delight Your Customers, Create an Irresistible Brand, and Be Generally Amazing on Facebook (and Other Social Networks) – Helps harness the power of word-of-mouth marketing to transform your business.
Social Media at Work: How Networking Tools Propel Organizational Performance – Offers strategies for leveraging the power of social media to build more effective and agile organizations.
The Dragonfly Effect: Quick, Effective, and Powerful Ways To Use Social Media to Drive Social Change – Shows how to tap social media and consumer psychological insights to achieve a single, concrete goal.
QR Codes Kill Kittens: How to Alienate Customers, Dishearten Employees, and Drive Your Business into the Ground – Gives a list of what businesses should not do to improve their business.
Stand Out Social Marketing: 6 Keys to Rise Above the Noise, Differentiate Your Brand, and Build an Outstanding Online Presence – Goes beyond the basics of establishing a social presence to offering a set of strategies and tactics designed specifically to help a brand rise above existing noise on the social web.
42 Rules for Successful Collaboration: A Practical Approach to Working with People, Processes, and Technology, 2nd Edition – Provides insight on how to be successful in their interactions with others via the computer.
21 Recipes for Mining Twitter – This short and concise book offers a collection of recipes to help you extract nuggets of Twitter information using easy-to-learn Python tools.
Mining the Social Web: Data Mining Facebook, Twitter, LinkedIn, Google+, GitHub, and More – This book teaches how to acquire, analyze, and summarize data from all corners of the social web.
Beginning iOS Social Games – A concise introduction to iOS social and other networked gaming app development.
Spreadable Media: Creating Value and Meaning in a Networked Culture (Postmillennial Pop) – Spreadable Media maps fundamental changes taking place in our contemporary media environment.
A Creator’s Guide to Transmedia Storytelling: How to Captivate and Engage Audiences Across Multiple Platforms – Provides method-ready strategies such as how to generate must-read content or must-visit websites that will grown bigger audiences that will respond, contribute and help spread the word about it.
14 Ways to Use Twitter to Market Your Business – Twitter experts, marketing pros and business leaders share their top tips on how to turn 140 characters into online marketing gold.
Young Children’s Engagement With E-Books at School – Does Device Matter? – Differences between digital devices on children’s engagement with e-books are examined.
Designing an Electronic Educational Game to Facilitate Immersion and Flow – Advocates of electronic educational games often cite the work on motivation to support the use of games in education.
Modeling storytelling to be used in educational video games – Focuses on storytelling and highlights elements included in story composition.
Picture This: How Pictures Work – Explanation of how pictures aid in storytelling.
First Person: New Media as Story, Performance, and Game – Collection of essays examining digital literature and games.
Evil by Design: Interaction Design to Lead Us Into Temptation – Approaching persuasive design from the dark side, this book melds psychology, marketing, and design concepts to show why we’re susceptible to certain persuasive techniques.
Don’t Make Me Think, Revisited: A Common Sense Approach to Web Usability (3rd Edition) (Voices That Matter) – Helps web designers and developers understand th eprinciples of intuitive navigation and information design.
The Design of Everyday Things – A powerful primer on how-and why-some products satisfy customers while others only frustrate them.
100 Things Every Designer Needs to Know About People (Voices That Matter) – This book combines real science and research with practical examples to deliver a guide every designer needs.
Interactive storytelling: interacting with people, environment, and technology – A study on interactive stories for children
Interactive imagination: Tapping the emotions through interactive story for compelling simulations – This process is about the unpredictable expressiveness of audiences exchanging discourse with the author mediated through the digital media – the story engine.
Worlds in Play: International Perspectives on Digital Games Research � Interactive Story Writing in the Classroom: Using Computer Games – A map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research.
Interactive Storytelling – The full and short papers have been organized into the following topical sections: interactive storytelling theory, new authoring modes, virtual characters and agents, story generation and drama managment, narratives in digital games, evaluation and user experience reports, tools for interactive storytelling.
Digital Storytelling: A creator’s guide to interactive entertainment – Covers effective techniques for creating compelling narratives for a wide variety of digital media.
Transmedia Storytelling: Imagery, Shapes And Techniques – Transmedia Storytelling explores the theories and describes the use of the imagery and techniques by the entertainment industries.
Basic Elements of Narrative – Outlines a way of thinking about what narrative is and how to identify its basic elements across various media, introducing key concepts developed by previous theorists and contributing original ideas to the growing body of scholarship on stories.
Digital Storytelling: A creator’s guide to interactive entertainment – This book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and second screen experiences.
Chris Crawford on Interactive Storytelling (2nd Edition) – This book delves into all the major systems that go into interactive storytelling: personality models, actors, props, stages, fate, verbs, history books, and more.
Content Strategy at Work: Real-world Stories to Strengthen Every Interactive Project – Strategies and approaches to use for content creation.
Flash Cinematic Techniques: Enhancing Animated Shorts and Interactive Storytelling – A defined focus on the concepts and techniques for production from story reels to the final project delivers valuable insights, time-saving practical tips, and hands-on techniques for great visual stories.
Cultural differences in the online behavior of consumers – Understanding how different cultures use the Net—as well as perceive the same Web sites—can translate to truly global e-commerce.
Narrative across Media: The Languages of Storytelling (Frontiers of Narrative) – The essays gathered here address the question of how narrative migrates, mutates, and creates meaning as it is expressed across various media.
New Narratives: Stories and Storytelling in the Digital Age (Frontiers of Narrative) – This timely volume takes up the challenge, deeply and broadly considering the relationship between digital technology and narrative theory in the face of the changing landscape of computer-mediated communication.
A New Culture of Learning: Cultivating the Imagination for a World of Constant Change – In A New Culture of Learning, Doug Thomas and John Seely Brown pursue an understanding of how the forces of change, and emerging waves of interest associated with these forces, inspire and invite us to imagine a future of learning that is as powerful as it is optimistic.
The End of Books-or Books Without End?: Reading Interactive Narratives – The book examines criticism on interactive fiction from both proponents and skeptics and examines similarities and differences between print and hypertext fiction
