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Bryce, J., & Rutter, J. (2002). Spectacle of the deathmatch: Character and narrative in first-person shooters. In G. King & T. Krzywinska (Eds.), Screenplay: Cinema/Videogames/Interfaces. (pp. 66–80). London: Wallflower Press.    
Added by: Mark Grimshaw-Aagaard 23/09/2004, 14:59
Talking of Doom: "The utilisation of graphic and audio production techniques in the creation of atmospheric game environments adds to the visceral reaction and to the stimulation provided by the spectacle presented by the game."  
Asking how important realism is to gaming, paraphrases Anna Warm: "...playability and pace were more important to gamers' enjoyment than realism or stunning graphics."

"Demands for realism in game environments are likely to be secondary to the requirement for spectacle as the backdrop for competitive gameplay."
 
"In spectacular media narrative offers a brief rationale on which to hang visceral pleasures rather than the driving engine of the text." (sic)
King, G., & Krzywinska, T. (2006). Film studies and digital games. In J. Rutter & J. Bryce (Eds.), Understanding digital games. (pp. 112–128). London: Sage Publications.    
Added by: Mark Grimshaw-Aagaard 02/06/2007, 02:39
"One of the primary building blocks of film studies that can be applied to games is the close analysis of formal characteristics: the precise manner in which sounds and images are organized on the screen"  
Comparing games to films may highlight similarities or point to differences.  
Diegetic game sound comprises environmental (e.g. distant sound) and reactive sound (e.g. local sound).
Rutter, J., & Bryce, J. (Eds). (2006). Understanding digital games. London: Sage Publications.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 02/06/2007, 02:32
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