Sound Research WIKINDX

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Displaying 1 - 15 of 15 (Bibliography: WIKINDX Master Bibliography)
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Publisher:  Wallflower Press(London)
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Bessell, D. (2002). What's that funny noise? An examination of the role of music in Cool Boarders 2, Alien Trilogy and Medievil 2. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 136–144). London: Wallflower Press.  
Added by: Mark Grimshaw-Aagaard 10/4/04, 5:07 PM
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 9/23/04, 2:59 PM
Burill, D. A. (2002). 'oh grow up 007': The performance of bond and boyhood in film and videogames. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 181–193). London: Wallflower Press.  
Added by: Mark Grimshaw-Aagaard 10/5/04, 12:02 PM
Carr, D. (2002). Playing with Lara. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 171–180). London: Wallflower Press.  
Last edited by: Mark Grimshaw-Aagaard 10/25/21, 1:44 PM
Grieb, M. (2002). Run lara run. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 157–170). London: Wallflower Press.  
Added by: Mark Grimshaw-Aagaard 10/4/04, 5:01 PM
Howells, S. A. (2002). Watching a game, playing a movie: When media collide. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 110–121). London: Wallflower Press.  
Added by: Mark Grimshaw-Aagaard 9/30/04, 8:02 AM
Hunt, L. (2002). 'i know kung fu!': The martial arts in the age of digital reproduction. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 194–205). London: Wallflower Press.  
Added by: Mark Grimshaw-Aagaard 10/5/04, 12:04 PM
Keane, S. (2002). From hardware to fleshware: Plugging into David Cronenberg's eXistenZ. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 145–156). London: Wallflower Press.  
Added by: Mark Grimshaw-Aagaard 10/4/04, 5:04 PM
King, G., & Krzywinska, T. (2002). Cinema/videogames/interfaces. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 1–32). London: Wallflower Press.  
Added by: Mark Grimshaw-Aagaard 4/11/06, 1:42 PM
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.  
Added by: Mark Grimshaw-Aagaard 9/23/04, 12:28 PM
Krzywinska, T. (2002). Hands-on horror. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 206–223). London: Wallflower Press.  
Added by: Mark Grimshaw-Aagaard 10/5/04, 12:09 PM
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.  
Last edited by: Mark Grimshaw-Aagaard 9/22/05, 1:11 PM
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.  
Last edited by: Mark Grimshaw-Aagaard 1/13/06, 1:10 PM
Morris, S. (2002). First person shooters -- a game apparatus. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 81–97). London: Wallflower Press.  
Added by: Mark Grimshaw-Aagaard 9/23/04, 3:57 PM
Ward, P. (2002). Videogames as remediated animation. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 122–135). London: Wallflower Press.  
Added by: Mark Grimshaw-Aagaard 7/3/21, 9:04 AM
WIKINDX 6.5.0 | Total resources: 1140 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)