Teoria degli adattamenti: i percorsi delle storie fra letteratura, cinema, nuovi media

L Hutcheon - 2011 - torrossa.com
Sarebbe sbagliato pensare di poter comprendere gli adattamenti considerando soltanto
romanzi e film. Già in epoca vittoriana, ad esempio, si aveva l'abitudine di adattare …

Camera-eye, CG-eye: videogames and the" cinematic"

W Brooker - Cinema Journal, 2009 - JSTOR
I used to be good at games. I was good at the only Space Invaders ma chine in South
London, in 1979. I was the first kid to have a ZX Spectrum in my school, in 1982. I published …

Is any room really ok? the effect of room size and furniture on presence, narrative engagement, and usability during a space-adaptive augmented reality game

J Shin, H Kim, C Parker, H Kim, S Oh… - 2019 IEEE International …, 2019 - ieeexplore.ieee.org
One of the main challenges in creating narrative-driven Augmented Reality (AR) content for
Head Mounted Displays (HMDs) is to make them equally accessible and enjoyable in …

[图书][B] Feeling film: affect and authenticity in popular cinema

G Singh - 2014 - taylorfrancis.com
Cinema has the capacity to enflame our passions, to arouse our pity, to inspire our love.
Feeling Film is a book that examines the emotional encounters found in contemporary …

Situating gaming as a sonic experience: the acoustic ecology of first person shooters

M Grimshaw, G Schott - 2007 - wlv.openrepository.com
To date, little has been written on digital game sound as Games Studies has almost
exclusively treated and discussed digital games as a visual medium. This paper explores …

The acoustic ecology of the first-person shooter

MN Grimshaw - 2007 - researchcommons.waikato.ac.nz
This thesis contributes to the field of Game Studies by presenting the hypothesis that the
player (s) and soundscape (s) in the first-person shooter (FPS) game, and the relationships …

Play and gameful movies: the ludification of modern cinema

LJ Larsen - Games and Culture, 2019 - journals.sagepub.com
The aim of this article is to advance a conceptual framework of ludification by separating out
current thinking to incorporate two noninteractive cinematic areas—playful aesthetics and …

[PDF][PDF] Artes e Jogos Digitais

P Gouveia - Estética e Design da Experiência Lúdica, Textos em …, 2010 - academia.edu
Este livro é o reflexo de uma tese de doutoramento defendida em 2008 na Faculdade de
Ciências Sociais e Humanas da Universidade Nova de Lisboa, com orientação da Prof. ª …

Restricted play: Synergy and the limits of interactivity in The Lord of the Rings: The Return of the King video game

RA Brookey, P Booth - Games and Culture, 2006 - journals.sagepub.com
Although recent critical studies have begun to acknowledge the aesthetic connections that
films and video games share, too often these studies neglect to extend an analysis to …

Neoformalist game analysis A methodological exploration of single-player game violence

JF Van Vught - 2016 - researchcommons.waikato.ac.nz
This thesis positions itself within the scholarly debate around videogame violence. However,
other than focussing on the effects of game violence which dominates much of this debate …