First Person: New Media as Story, Performance, and GameNoah Wardrip-Fruin, Pat Harrigan MIT Press, 2004 - 331 síður Electronic games have established a huge international market, significantly outselling non-digital games; people spend more money on The Sims than on 'Monopoly' or even on 'Magic: the Gathering'. |
Efni
Cyberdrama | 2 |
Can There Be a Form between a Game and a Story? | 12 |
A Preliminary Poetics for Interactive Drama and Games | 19 |
Genre Trouble Narrativism and the Art of Simulation | 45 |
From Work to Play Molecular Culture in the Time | 56 |
Videogames of the Oppressed Critical Thinking Education | 85 |
Schizophrenia and Narrative in Artificial Agents | 95 |
Introduction to Game Time | 131 |
Moving Through Me as I Move A Paradigm | 183 |
The Pleasures | 192 |
Response by Johanna Drucker | 208 |
m | 226 |
Response by Rebecca Ross | 238 |
Community of People with No Time Collaboration Shifts | 249 |
If Things Can Talk What Do They Say? If | 262 |
Interactive Fiction as Story Game Storygame | 310 |
Towards a Game Theory of Game | 143 |
Narrative Interactivity Play and Games Four Naughty | 154 |
Mgave mask of VIII New Readings | 319 |
Aðrar útgáfur - View all
First Person: New Media as Story, Performance, and Game Noah Wardrip-Fruin,Pat Harrigan Engin sýnishorn í boði - 2004 |
Common terms and phrases
Aarseth action aesthetic agency agent audience behavior Bernstein body Card Shark characters cognitive communication complex computer games constraints context conversation create critical cultural Cybertext Eastgate Systems electronic Electronic Arts engagement environment Ergodic Literature Eric Zimmerman Eskelinen Espen Espen Aarseth essay example experience explore Expressivator film Frasca function game designers Game Studies game world game-story genre Gonzalo Frasca Gromala Hargadon Holodeck human hypertext hypertext fiction immersion interactive drama interactive fiction interface Jeremijenko Juul language Laurel Lexia to Perplexia literary literature ludology machine Mark Bernstein Mateas metaphor Moulthrop Murray narratology Natalie Jeremijenko navigation Online Caroline participants Pearce physical play player plot reader reading relationship response schemas schizophrenia screen sense Sims simulation social space speech story storytelling Strickland structure Suchman theory Thespis traditional understand Utterback Vesna videogames virtual visual voice chips Yellowlees Douglas Zimmerman
