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Grodal, T. (2003). Stories for eye, ear, and muscles: Video games, media, and embodied experiences. In M. J. P. Wolf & B. Perron (Eds), The Video Game Theory Reader (pp. 129–155). New York: Routledge. 
Added by: sirfragalot (08/25/2005 04:01:55 PM)   Last edited by: sirfragalot (08/22/2006 08:23:03 AM)
Resource type: Book Article
ID no. (ISBN etc.): 0-415-96579-9
BibTeX citation key: Grodal2003
View all bibliographic details
Categories: General
Keywords: Narrative
Creators: Grodal, Perron, Wolf
Publisher: Routledge (New York)
Collection: The Video Game Theory Reader
Views: 5/522
Disappointingly little about the ear.... Mainly making the case for using cognitive psychology for computer game analysis and understanding as opposed to semiotic, narrative and linguistic theories etc. Since cognitive psychology is to do with perception, thus 'ear' in the title I suppose.
Added by: sirfragalot  Last edited by: sirfragalot
pp.129-130, Chapter 6   " games and other types of interactive virtual reality are simulations of basic modes of real-life experiences. This means that cognitive psychology provides many advantages as a tool for describing video games compared with a semiotic approach."   Added by: sirfragalot
Keywords:   Cognition
p.133   "...a purely linguistic model may seriously impede descriptions of those media like video games that rely on a series of nonverbal skills."   Added by: sirfragalot
p.137   Takes Brenda Laurel (1993) to task for comparing the computer metaphorically to theatre since the human faculties required for theatre "are neither exhaustive nor exclusive to theater."

Laurel, B. (1993). Computers as theatre. New York: Addison-Wesley.   Added by: sirfragalot
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