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Brand, J. E., Knight, S., & Majewski, J. 2003, November 4–6. The diverse worlds of computer games: A content analysis of spaces, populations, styles and narratives. Paper presented at Level Up.    
Added by: Mark Grimshaw-Aagaard 11/09/2006, 10:59
FPS games give the player little control over narrative progression as opposed to the other extreme (e.g. racing or sports games) where "the player is in control of the progression and story outcome"
Copier, M. 2003, November 4–6. The other game researcher: Participating in and watching the construction of boundaries in game studies. Paper presented at Level Up.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 31/08/2006, 10:57
Kattenbelt, C., & Raessens, J. 2003, November 4–6. Computer games and the complexity of experience. Paper presented at Level Up.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 31/08/2006, 10:58
"The lyric position primarily concerns an emotional orientation towards an affective perception of the world; the dramatic position primarily concerns an action-motivated orientation towards and a senso-motorial perception of the world; and the epic position primarily concerns a reflective oreientation towards and a contemplative perception of the world. The lyric and the epci position [sic] have in common that the player is liberated from the necessity of action."  
State that computer games are usually analyzed as a sensory-motor model closely related to actuality and to the causality of action. This presupposes the Aristotelean, action-driven dramatic model. The complexity of experience on the part of the player is not done justice to with this approach.
Nitsche, M., & Thomas, M. 2003, November 4–6. Stepping back: Players as active participators. Paper presented at Level Up.    
Added by: Mark Grimshaw-Aagaard 11/09/2006, 10:57
"Players step into a dramatic position in relation to the fictional world -- defined by the very character they control."  
"Having two heroes battling with certain tasks spread on a virtual stage filled with dramatic elements ... transforms the space between the virtual heroes in Common Tales into a valuable expressive element of the relationship between the two main characters."
Schut, K. 2003, November 4–6. Technology tells a tale: Digital games and narrative. Paper presented at Level Up.   
Added by: Mark Grimshaw-Aagaard 11/09/2006, 11:00
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