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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …