DAFTAR PUSTAKA
Buku
Cangara, Hafied. 2006. Pengantar Ilmu Komunikasi. Jakarta: PT. Raja Grafindo Persada Dyer-Witheford, N. and de Peuter, G. (2009). “Games of empire”. Minneapolis, MN:
University of Minnesota Press.
Garnham, N. 2000 Emancipation, the Media and Modernity Arguments About the Media and Social Theory. New York, Oxford University Press.
Hesmondalgh, D. 2002. The Cultural Industries. London, Sage.
Holt, Jennifer & Perren, Alisa. 2009. Media Industries: History, Theory, and Method. Wiley- Blackwell
Manovich, Lev. 2001. Language of New Media. London: MIT Press
Mosco, V. 1996. The Political Economy of Communication: Rethinking and Renewal. Sage.
London.
Preston, P. 2001 Reshaping Communications. Technology, Infomration and Social Change.
London, Sage.
Smythe ,D. 1981. Dependency Road: Communication, Capitalism, Consciousness and Canada. Ablex Publishing Corporation. Norwood.
Yin, Robert K. 2004. Studi Kasus Desain dan Metode, Edisi Revisi. Raja Grafindo Persada.
Jakarta.
Zhao, Y. (2008). Communication in China: Political Economy, Power and Conflict. Lanham:
Rowman & Littlefield Publishers.
Jurnal
Chung, Peichi dan Yuan, Jiangping (2009). Dynamics In The Online Game Industry Of China: A Political Economic Analysis Of Its Competitiveness. Revista de Economía Política de las Tecnologías de la Información y Comunicación. www.eptic.com.br, vol. XI, n. 2, mayo – ago.
Dyer-Witheford, Nick dan Sharman, Zena (2005) The Political Economy of Canada's Video and Computer Game Industry. Canadian Journal of Communication, Vol 30 hal. 187- 210. Canada: Canadian Journal of Communication Corporation.
Hadi, Ido Prijana. 2009. PERKEMBANGAN TEKNOLOGI KOMUNIKASI DALAM ERA JURNALISTIK MODERN. Jurnal Ilmu Komunikasi Scriptura: Universitas Kristen
Universitas Gadjah Mada, 2017 | Diunduh dari http://etd.repository.ugm.ac.id/
Petra. Tersedia dalam http://scriptura.petra.ac.id/index.php/iko/article/view/17021/17794
Kucklich, Julian. 2003. Perspectives of Computer Game Philology. Game studies, the international journal of computer game research. Tersedia dalam http://www.gamestudies.org/0301/kucklich/
Lule, Jack. 2013. Understanding Media and Culture: An Introduction to Mass Communication. Flat World Knowledge, Inc. Terarsip dalam http://catalog.flatworldknowledge.com/bookhub/reader/3833#lulemedia1.0-ch01s01.
Sootama, O. 2007. On modder labour, commodification of play, and mod competitions. First Monday: Peer Reviewed Journal on The Internet. Terarsip dalam http://firstmonday.org/article/view/2006/1881. 16 November 2016.
Sudibyo, Agus (2000). Absennya Pendekatan Ekonomi Politik untuk Studi Media. Jurnal Ilmu Sosial dan Ilmu Politik. Volume 4, Nomer 2, Nopember 2000 (115-‐134).
Williams, Dmitri .2002. Structure and Competition in the U.S. Video Game Industry. The International Journal on Media Management – Vol. 4 – No. I : University of Michigan. Terarsip dalam http://dmitriwilliams.com/williamsijmm4-1.pdf. 16 November 2016.
Skripsi dan Thesis
Fandia, Mashita. 2013. Manajemen Redaksional Majalah Gaya Hidup Remaja (Studi Kasus Manajemen Redaksional Majalah Gogirl! Sebagai Majalah Lokal dengan Segmentasi Majalah Lisensi Asing). Skripsi. Program S1 Ilmu Komunikasi, Fisipol UGM Yogyakarta
Jiwandono, Haryo P. 2013. Analisis Etnografi Pemain Video Game Grand Theft Auto.
Skripsi. Program S1 Ilmu Komunikasi, Fisipol UGM Yogyakarta
Nahason, Danni. 2013. Praktek Komunikasi Pemasaran melalui Media Baru dalam Meningkatkan Brand Awareness (Studi Kasus terhadap Praktek Komunikasi Pemasaran Wego Indonesia melalui Media Baru dalam Meningkatkan Brand Awareness). Thesis. Program s2 Ilmu Komunikasi, Fisipol UGM Yogyakarta.
Wahyuono, Jusuf A. 2013. MULTIKULTURALISME DALAM VIDEO GAME (Analisis Semiotik Representasi Multikulturalisme dalam Video Game Elder Scrolls V:
Skyrim). Skripsi. Program S1 Ilmu Komunikasi, Fisipol UGM Yogyakarta.
Universitas Gadjah Mada, 2017 | Diunduh dari http://etd.repository.ugm.ac.id/
Wisesa, Blasius Abram Agastya. 2014. Manajemen Media Dalam Industri Video Game (Studi Kasus Manajemen Media Studio Developer Agate Jogja Dalam Persaingan Industri Video Game. Skripsi. Program S1 Ilmu Komunikasi, Fisipol UGM Yogyakarta)
Artikel Web
Alexander, L. (2012). “Kaos descends: how Homefront’s developer met its end”. Tersedia dalam
http://www.gamasutra.com/view/feature/173660/kaos_descends_how_homefronts_.p hp. 8 April 2017.
Chinadaily.com.cn. (2007). “EA Grows Online gaming Footprint in Asia.” May 22, 2007.
Dikutip dari LexisNexis. Diakses pada 4 April 2017.
Fahmi, Muhammad (2017). “Sisi Gelap Industri Game di Indonesia (Bagian 2) – Dipecat Jam 4, Diusir Jam 5”. Dikutip dari Tech in Asia, https://id.techinasia.com/kumpulan-sisi- gelap-bekerja-di-industri-game-indonesia-bagian-2. 8 April 2017
Gies, Arthur. (2015) Here are the winners of Valve's $18 million dollar 2015 International
Dota 2 Championships. Terarsip dalam
http://www.polygon.com/2015/8/8/9121531/TI5-international-dota-2-championships- 2015-winners-grand-final-winner. 17 April 2017.
Good, Owen S. 2015. FIFA doesn't need FIFA, and EA Sports should sever ties. Polygon.
Terarsip dalam http://www.polygon.com/2015/5/27/8672659/fifa-arrests-corruption- ea-sports-video-game-sponsorship. 16 November 2016.
Imam. 2012. Daftar Kampus Swasta di Jogja yang memiliki Jurusan Teknik Informatika.
Tersedia dalam http://imm.web.id/2012/07/daftar-kampus-swasta-di-jogja-yang- memiliki-jurusan-teknik-informatika/. 26 September 2016
Lee, Joel. (2016). 5 Free Game Development Software Tools to Make Your Own Games.
Terarsip dalam http://www.makeuseof.com/tag/five-free-game-development-tools- make-your-own-games/. 17 April 2017.
McCarthy, Caroline .2007. "Electronic Arts pays $860 million for BioWare, Pandemic Studios". CNET. Terarsip dalam https://www.cnet.com/news/electronic-arts-pays- 860-million-for-bioware-pandemic-studios/.16 November 2016
McCarthy, Caroline .2007. "Electronic Arts pays $860 million for BioWare, Pandemic Studios". CNET. Terarsip dalam https://www.cnet.com/news/electronic-arts-pays- 860-million-for-bioware-pandemic-studios/.16 November 2016
Universitas Gadjah Mada, 2017 | Diunduh dari http://etd.repository.ugm.ac.id/
Newszoo. 2015. NEWZOO SUMMER SERIES #21: INDONESIAN GAMES MARKET.https://newzoo.com/insights/infographics/newzoo-summer-series-21- indonesian-games-market/. 21 Desember 2016.
Newszoo. 2016. THE GLOBAL GAMES MARKET REACHES $99.6 BILLION IN 2016, MOBILE GENERATING 37%. https://newzoo.com/insights/articles/global-games- market-reaches-99-6-billion-2016-mobile-generating-37/. 21 Desember 2016.Good, Owen S. 2015. FIFA doesn't need FIFA, and EA Sports should sever ties. Polygon.
Terarsip dalam http://www.polygon.com/2015/5/27/8672659/fifa-arrests-corruption- ea-sports-video-game-sponsorship. 16 November 2016.
Republika, 2015. Baru Dibentuk, Badan Ekonomi Kreatif Diberi Anggaran Rp 1 Triliun.
Terarsip dalam http://nasional.republika.co.id/berita/nasional/umum/15/01/26/nis33m- baru-dibentuk-badan-ekonomi-kreatif-diberi-anggaran-rp-1-triliun. 26 Agustus 2017 Romli, A. S. M. 2012. Media Massa: Pengertian, Karakter, Jenis, dan Fungsi. Online.
Tersedia dalam http://romeltea.com/media-massa-makna-karakter-jenis-dan-fungsi/.
26 September 2016
Suryanto, A. 2015. Game Indonesia bisa bersaing dengan luar negeri https://www.merdeka.com/khas/game-indonesia-bisa-bersaing-dengan-luar-negeri- wawancara-andi-suryanto.html. 21 Desember 2016
Suryanto, A. 2015. Game Indonesia bisa bersaing dengan luar negeri . Terarsip dalam https://www.merdeka.com/khas/game-indonesia-bisa-bersaing-dengan-luar-negeri- wawancara-andi-suryanto.html. 21 Desember 2016
Terdiman, Daniel. 2014. No, Flappy Bird developer didn't give up on $50,000 a day.
Terarsip dalam https://www.cnet.com/news/no-flappy-bird-developer-didnt-give-up- on-50000-a-day/. 26 Agustus 2017.
The Economist. 2008. “Alternative Reality; The internet in China.” February 2 2008. Dikutip dari LexisNexis. Diakses pada 4 April 2017.
The Essential Facts (2016). “Essential Facts About The Computer And Video Game Industry:
2016 Sales, Demographic And Usage Data:”. Dikutip dari situs ESA, http://essentialfacts.theesa.com/Essential-Facts-2016.pdf. Diakses pada 6 April 2017.
VGCharts. 2017. Dragon Age Inquisition: Sales. Terarsip dalam http://www.vgchartz.com/game/81792/dragon-age-inquisition/. 17 April 2017
Universitas Gadjah Mada, 2017 | Diunduh dari http://etd.repository.ugm.ac.id/
Yuwono, Ardian Indro. 2009. Ekonomi Politik Industri Video Game. Online. Tersedia dalam http://ardianindro.wordpress.com/2009/04/01/ekonomi-politik-industri-video-game/.
26 September 2016
Situs Web
http://www.easports.com
Universitas Gadjah Mada, 2017 | Diunduh dari http://etd.repository.ugm.ac.id/
Universitas Gadjah Mada, 2017 | Diunduh dari http://etd.repository.ugm.ac.id/