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Bringsjord, S. (2001). Is it possible to build dramatically compelling interactive digital entertainment (in the form, e.g., of computer games)? Game Studies, 1(1). Retrieved September 16, 2003, from http://www.gamestudies.org/0101/bringsjord/   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 04/09/2006, 15:00
Burn, A., & Schott, G. (2004). Heavy hero or digital dummy? Multimodal player-avatar relations in Final Fantasy 7. visual communication, 3(2), 213–233.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 15/08/2006, 15:13
"One reason for comparing the playing of a computer game with a performance of oral narrative is that it foregrounds text as event, rather than as object. [However] the playing of games is iterative -- it is many text-events, all different, with a dynamic relation between the computer-game as textual resource or text in potentia, the player as a dynamic textual element, whose fingers and skills become no less a part of the game-system than the avatar's strings of code, and the player as cultural resource, interpreter and adapter of the game's resources in the production of fan art and writing."
Campbell, R. H., Grimshaw, M., & Green, G. M. (2009). Relational agents: A critical review. The Open Virtual Reality Journal, 1 Retrieved April 9, 2009, from http://www.bentham.org/open/tovrj/openaccess2.htm   
Added by: Mark Grimshaw-Aagaard 01/02/2022, 18:51
WIKINDX 6.18.0-rc1 | Total resources: 1574 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA) | Time Zone: Europe/Copenhagen (+02:00)