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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 (30/09/2004, 08:01)   
Resource type: Book Chapter
BibTeX citation key: Ward2002
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Categories: General
Keywords: Mimetics, Realism
Creators: King, Krzywinska, Ward
Publisher: Wallflower Press (London)
Collection: Screenplay: Cinema/Videogames/Interfaces
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Notes
Some useful discussions on representations of reality in animated films and computer games. Solely from the visual and kinetics angle.
Added by: Mark Grimshaw-Aagaard  
Quotes
p.125   Realism is either mimetic or abstract. Quoting from Maureen Furniss mimesis is "the desire to reproduce natural reality" while abstraction is "the use of pure form -- a suggestion of a concept rather than an attempt to explicate it in real life terms".   Added by: Mark Grimshaw-Aagaard
p.126  

Quoting Steven Poole (2000) "it is lack of coherence rather than unrealism which ruins a gameplaying experience" (p.95)

Poole further says that indeed the more realistic a character's movements may be, the more frustrated a player may become that the character cannot complete other realistic, and therefore to be expected, movements.



Poole, S. (2000). Trigger happy: Videogames and the entertainment revolution. New York: Arcade.   Added by: Mark Grimshaw-Aagaard
Paraphrases
pp.124–127   Discussing animation, film and games and the notion of realism, says that realism is relative (a realtistically rendered game is realistic only in comparison to other games for example).

Often, environmental details tend to the mimetic (mimicking reality as closely as possible) while character and animation tend to the abstract (suggesting reality or a particular concept of reality).   Added by: Mark Grimshaw-Aagaard
p.130   Uses the terms simulation and emulation as synonyms for abstraction and mimetics.   Added by: Mark Grimshaw-Aagaard
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