Bibliography of scholarship on The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion. V.1.5, last updated January 2011.
Be warned that some of these texts contain plot-spoilers.
Rozack, Mike (2006). “Undesigning Oblivion“. ( , full-text).
Aarseth, Espen. (2007). “I Fought the Law: Transgressive Play and The Implied Player”. (2007 conference paper). ( , full-text).
Champion, Erik. (2007). “Social Presence and Cultural Presence In Oblivion“ (2007 conference paper). ( , full-text).
Bjork, Staffan and Lankoski, Petri (2007). “Gameplay Design Patterns for Believable Non-Player Characters”. (DiGRA 2007 conference paper) ( , full-text).
Tanenbaum, Joshua. (2008). “Believability, Adaptivity, and Performativity: Three Lenses for the Analysis of Interactive Storytelling”. (Thesis, 2008). ( , full-text).
Tanenbaum, Joshua, & Bizzocchi, J. (2008). “Close Reading Oblivion: Character Believability and Intelligent Personalization in Games”. ( , full-text).
Tanenbaum, Joshua, & Bizzocchi, J. (2008). “You Must Be An Experienced Thief: Intelligent Personalization in Oblivion“. ( , full-text).
Champion, Erik. (2008).
“Roles and Worlds in the Hybrid RPG Game of Oblivion“.
International Journal of Role-Playing, Vol.1, No.1. ( , full-text).
Tanenbaum, Joshua Glen & Bizzocchi, Jim. (2009).
“Close Reading Oblivion: Character Believability and Intelligent Personalization in Games” ( , full-text).
Loading…, Vol 3, No 4 (2009).
Bayliss, Peter (date?) “Object and Process: A Heuristic Framework for Game Analysis”. ( , full-text).
Aarseth, Espen. (2003). “Playing Research: Methodological Approaches to Game Analysis”. ( , full-text).
Nicovich, Stefan G. (2005).
“The Effect of Involvement on Ad Judgment in a Video Game Environment: The Mediating Role of Presence”
Journal of Interactive Advertising, Vol. 6, No. 1, Fall 2005. ( , full-text).
Arsenault, Dominic. (2005) “Dynamic Range: When Game Design and Narratives Unite”. (Conference paper presented at ‘DiGRA 2005: Changing Views, Worlds in Play’ in 2005. Compares the Morrowind game systems with Diablo). ( MS Word, full-text).
Hayes, Elizabeth. (2005). “Gendered Identities at Play: Case Studies of Two Women Playing Morrowind“. ( , full-text.) Update: file seems to be corrupted — try the draft article Women, Video Gaming and Learning : beyond stereotypes instead).
Hayes, Elisabeth. (2005)
“Women, Video Gaming and Learning: Beyond Stereotypes” ( , full-text.)
TechTrends (2005), Volume 49, Number 5.
Kadakia, Maya. (2005)
“Increasing Student Engagement by Using Morrowind to Analyze Choices and Consequences” ( , full-text.)
TechTrends (2005), Volume 49, Number 5.
Lindley, Craig A. (2005).
“The Semiotics of Time Structure in Ludic Space As a Foundation for Analysis and Design”.
Game Studies, Volume 5, Issue 1, October 2005. ( , full-text).
Turner, Robert L. (2005).
“Fragmented Narration and Multiple Path Readings: Towards the Creation of Reader Driven Texts.”
Neophilologus, LXXXIX, 2005.
Kallinen, K., et al. (2007). “Presence and emotion in computer game players during 1st person vs. 3rd person playing view: evidence from self-report, eye-tracking, and facial muscle activity data”. (Paper presented at the Prescence conference, 2007. Used Morrowind as the test game.) ( , full-text).
Waggoner, Zachary. (2007). “Passage to Morrowind: (Dis)Locating Virtual and ‘Real’ Identities in Video Role-Playing Games.” (PhD thesis, Department of English at Arizona State University; 2007. Not online).
Brown, Harry. (2008).
“A Plague in Montiel: Plague, Quarantine, and Social Space in Role-Playing Games.” ( , full-text).
Aether: the journal of media geography. Volume 2, Spring 2008.
Arinbjarnar, Maria. (2008). “Directed Emergent Drama” (Dissertation, July 2008). ( , full-text).
Waggoner, Zach. (2009). My avatar, my self: identity in video role-playing games. McFarland & Co. Chapter 3 of this book is the substantial “Morrowind: Identity and the Hardcore gamer”.
Waggoner, Zachary. (2010)
“Life in Morrowind: Identity, Video Games, and First-Year Composition” ( , full-text).
Currents in Electronic Literacy, 2010.
Klaus, Simona. (2010)
Heroes in Virtual Space ( , full-text).
Stud. Ethnol. Croat., Vol. 22, pp. 361-391.
Ferrari, Simon (2010). “The Judgement of Procedural Rhetoric”. PhD thesis. Three core games analysed, one of which was The Elder Scrolls III: Morrowind. This section of the thesis apparently examined… “race- and gender-essentialist mathematical values in Morrowind”.
Pelkonen, Minna (2010). “The North, Northeners and Cold Environments in Popular Single-Player Computer Roleplaying Games”. Presented at The Nordic Association for English Studies / The Finnish Society for the Study of English conference 2010: “English in the North”. Focusses on Morrowind, Oblivion and Mass Effect.
3. Elder Scrolls fan-cultures:
Boston, Barbaros. (2005). “Game Modding and TES : New Ways to Design Virtual Worlds”. (Paper presented at 3rd International Symposium of Interactive Media Design.) ( , full-text).
Jakobsen, Eirik. (2006). “Netspeak in The Lurker Lounge and The Elder Scrolls Forums: a study of orthographic and lexical usage within two message boards” (Dissertation, 2006). ( MS Word, full-text).
Johnson, Matthew S. S. (2007). “The Texts of Tamriel: Online Gaming Projects, from Playing to Writing.” A chapter in the book: Techknowledgies: New Cultural Imaginaries in the Humanities, Arts, & TechnoSciences. Eds. Valentis, Monastero, Yablonsky. Cambridge Scholars, 2007. pp. 312-322.
Johnson, Matthew S. S. (2008).
“Public Writing in Gaming Spaces.”
Computers & Composition: An International Journal. Vol. 25, No.3, September 2008. pp. 270-283.
4. Non-academic accounts of the Morrowind development process (1997-2002):
Sergent, Kerry. (Circa 2001). “Smart Guys”. Official Bethesda Elder Scrolls website. (Article in which a Morrowind programmer details the programming behind the game’s scripting and AI). ( , full-text).
Bethesda Softworks. (2002). The Art of Morrowind. (48-page book of original concept art in colour, included with the Collector’s Edition of the game. Very little text).
Goodall, Douglas. (2004). ‘Comment by Douglas Goodall on the MUD-Dev mailing list’. (A long commentary on the game’s development constraints. Goodall worked on Morrowind and wrote many of the quests). ( , full-text).
Saltzman, Marc (Ed.). (2004). Game Creation and Careers. New Riders, 2004. (Book. Has an interview with Todd Howard, lead designer on Morrowind.)
Velvin, Sinder (2005). “Interview between Sinder Velvin and Douglas Goodall, a game designer for Morrowind”. (Interviewer from The Imperial Library). ( , full-text).
Blancato, Joe. (2007)
Bethesda: the right direction ( , full-text).
The Escapist #83, pp. 12-16. (Concise but informed history of the company, with an emphasis on ownership issues. Also available in HTML).
The Narrative Design Exploratorium. (2008). “Masters of Narrative Design interview series: Ken Rolston”. ( , full-text).
Bethesda Softworks and Thinkfilm Inc. (2006). The Making of The Elder Scrolls IV: Oblivion. (41 minute documentary on YouTube, originally an extra with the Collector’s Edition). ( , end-credits have been cut.)