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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: Mark Grimshaw-Aagaard (8/25/05, 4:01 PM)   Last edited by: Mark Grimshaw-Aagaard (8/22/06, 8:23 AM)
Resource type: Book Chapter
ID no. (ISBN etc.): 0-415-96579-9
BibTeX citation key: Grodal2003
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Categories: General
Keywords: Narrative
Creators: Grodal, Perron, Wolf
Publisher: Routledge (New York)
Collection: The Video Game Theory Reader
Views: 5/772
Notes
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: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
Quotes
pp.129–130, Chapter 6   "...video 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: Mark Grimshaw-Aagaard
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: Mark Grimshaw-Aagaard
p.137  

Takes Brenda Laurel (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: Mark Grimshaw-Aagaard
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