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/ |
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Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 9/4/06, 3:00 PM |
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Carr, D. (2006). Games and narrative. In Computer Games: Text, Narrative and Play (pp. 30–44). Cambridge: Polity. |
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Added by: Mark Grimshaw-Aagaard 8/21/06, 3:48 PM |
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Eskelinen, M. (2001). The gaming situation. Game Studies, 1(1). Retrieved August 31, 2006, from http://www.gamestudies.org/0101/eskelinen/ |
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Added by: Mark Grimshaw-Aagaard 8/31/06, 2:44 PM |
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Juul, J. (2001). Games telling stories? A brief note on games and narratives. Game Studies, 1(1). Retrieved September 16, 2003, from http://www.gamestudies.org/0101/juul-gts/ |
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Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 9/4/06, 3:02 PM |
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King, G. (2003). Die hard/try harder: Narrative, spectacle and beyond, from hollywood to videogame. In G. King & T. Krzywinska (Eds.), Screenplay: Cinema/Videogames/Interfaces (pp. 50–65). London: Wallflower Press. |
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Added by: Mark Grimshaw-Aagaard 9/23/04, 12:28 PM |
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Kücklich, J. (2003). Perspectives of computer game philology. Game Studies, 3(1). Retrieved September 16, 2003, from http://www.gamestudies.org/0301/kucklich/ |
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Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 9/4/06, 3:02 PM |
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Liang, W., & Tan, M. C. C. (2002). Vision and virtuality: The construction of narrative space in film and computer games. In G. King & T. Krzywinska (Eds.), Screenplay: Cinema/Videogames/Interfaces (pp. 98–109). London: Wallflower Press. |
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Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 9/22/05, 1:11 PM |
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Lindley, C. A. (2002). Conditioning, learning and creation in games: Narrative, the gameplay gestalt and generative simulation. Retrieved May 24, 2004, from http://zerogame.tii.se/pdfs/NILE.pdf |
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Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 9/26/05, 11:12 AM |
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Mactavish, A. (2002). Technological pleasure: The performance and narrative of technology in Half-Life and other high-tech computer games. In G. King & T. Krzywinska (Eds.), Screenplay: Cinema/Videogames/Interfaces (pp. 33–49). London: Wallflower Press. |
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Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 1/13/06, 1:10 PM |
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Malaby, T. M. (2006). Stopping play: A new approach to games. Social Science Research Network, Retrieved August 11, 2006, from http://ssrn.com/abstract=922456 |
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Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 10/4/06, 11:09 AM |
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Murray, J. H. (1997). Hamlet on the holodeck: The future of narrative in cyberspace. Cambridge: The MIT Press. |
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Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 8/21/06, 3:46 PM |
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Ryan, M.-L. (2001). Beyond myth and metaphor: The case of narrative in digital media. Game Studies, 1(1). Retrieved July 25, 2006, from http://www.gamestudies.org/0101/ryan/ |
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Added by: Mark Grimshaw-Aagaard 7/25/06, 1:15 PM |
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Schut, K. 2003, November 4–6, Technology tells a tale: Digital games and narrative. Paper presented at Level Up. |
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Added by: Mark Grimshaw-Aagaard 9/11/06, 11:00 AM |
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Wingstedt, J. (2005). Narrative music: Towards an understanding of musical narrative functions in multimedia. Unpublished Licentiatexamen thesis, Luleå University of Technology, Luleå. |
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Added by: Mark Grimshaw-Aagaard 6/22/19, 12:28 PM |
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Wolf, M. J. P. (2001). Narrative in the video game. In M. J. P. Wolf (Ed), The Medium of the Video Game (pp. 94–111). Austin: University of Texas Press. |
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Added by: Mark Grimshaw-Aagaard 10/4/06, 12:59 PM |
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