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Volumn 1, Issue 2, 2006, Pages 127-140

What are we really looking at? The future-orientation of video game play

Author keywords

Aesthetics; Cinema; Computer games; The gaze; Video games

Indexed keywords


EID: 43249166112     PISSN: 15554120     EISSN: 15554139     Source Type: Journal    
DOI: 10.1177/1555412006286687     Document Type: Article
Times cited : (32)

References (11)
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  • 2
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    • La Critica Videoludica Funziona? Ripetizione, iterazione ed estetiche del videogioco (Is game criticism working?: Iteration, repetition and aesthetics)
    • M. Bittanti (Ed. and Trans.). Paolo Ruffino, Milan: Costa Nolan
    • Atkins, B. (2005a). La Critica Videoludica Funziona? Ripetizione, iterazione ed estetiche del videogioco (Is game criticism working?: Iteration, repetition and aesthetics). In M. Bittanti (Ed. and Trans.), Gli Strumenti del Videogiocare: Logiche, Estetiche e (V)ideologie. Paolo Ruffino, Milan: Costa Nolan
    • (2005) Gli Strumenti Del Videogiocare: Logiche, Estetiche e (V)ideologie
    • Atkins, B.1
  • 3
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    • Ort und Zeite für Spiele (Finding a time and space for play)
    • Atkins, B. (2005b). Ort und Zeite für Spiele (Finding a time and space for play). Kunstforum, 176, 116-121
    • (2005) Kunstforum , vol.176 , pp. 116-121
    • Atkins, B.1
  • 4
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    • Presagi di Doom III: Tra le Viscere delle Prime Schermete (Portents of Doom III: Reading the entrails of the early screenshots)
    • S. Morris (Ed.) & M. Bittanti (Trans.), Paolo Ruffino, Milan: Costa Nolan
    • Atkins, B. (2005c). Presagi di Doom III: Tra le Viscere delle Prime Schermete (Portents of Doom III: Reading the entrails of the early screenshots). In S. Morris (Ed.) & M. Bittanti (Trans.), Doom: Giocare in Prima Persona (pp. 95-105). Paolo Ruffino, Milan: Costa Nolan
    • (2005) Doom: Giocare in Prima Persona , pp. 95-105
    • Atkins, B.1
  • 5
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    • Augustine. (1991). Confessions (H. Chadwick, Trans.). Oxford, UK: Oxford University Press. (Original work published 397)
    • (1991) Confessions , pp. 397
    • Chadwick, H.1
  • 6
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    • All too urban: To live and die in SimCity
    • in press, B. Atkins & T. Krzywinka Eds, Manchester, UK: Manchester University Press
    • Bittanti, M. (in press). All too urban: To live and die in SimCity. In B. Atkins & T. Krzywinka (Eds.), Videogame, player, text. Manchester, UK: Manchester University Press
    • Videogame, Player, Text
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  • 8
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    • WipeOut Pure - Post-mortem
    • November, Presented at, John Moores University, Liverpool, England
    • Burrows, D. (2005, November). WipeOut Pure - Post-mortem. Presented at Third International Game Design and Technology Workshop, John Moores University, Liverpool, England
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  • 9
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    • Towards computer game studies
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    • Eskelinen, M. (2004). Towards computer game studies. In N. Wardrip-Fruin & P. Harrigan (Eds.), First person: New media as story, performance and game. Cambridge, MA: MIT Press. Retrieved from http://www.electronicbookreview. com/thread/firstperson/anticolonial
    • (2004) First Person: New Media As Story, Performance and Game
    • Eskelinen, M.1
  • 10
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    • Game design as narrative architecture
    • N. Wardrip-Fruin & P. Harrigan Eds, Cambridge, MA: MIT Press. Retrieved January 2005 from
    • Jenkins, H. (2004). Game design as narrative architecture. In N. Wardrip-Fruin & P. Harrigan (Eds.), First person: New media as story, performance and game. Cambridge, MA: MIT Press. Retrieved January 2005 from http://www.electronicbookreview.com/thread/firstperson/lazzi-fair
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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.