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Displaying 1 - 20 of 29 (Bibliography: WIKINDX Master Bibliography)
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Ms alex, A. aa. Awšsfrtbhu.   
Added by: Wikindx Test Drive 30 Jan 2007 04:06:16 UTC Pop. 1.25%
Altman, R. 2008, July 26—August 1Sarlozy in the economist. The Economist, 388,   
Added by: Bruce B Whitehead 27 Jul 2008 17:57:44 UTC Pop. 1%
Bringsjord, S. (2001) Is it possible to build dramatically compelling interactive digital entertainment (in the form, e.g., of computer games)? Game Studies, 1 September 16, 2003, http://www.gamestudies.org/0101/bringsjord/.   
Added by: Mark Grimshaw 06 Sep 2004 17:43:38 UTC Pop. 0.75%
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 23 Sep 2004 14:59:38 UTC Pop. 1%
Consalvo, M. (2003). Zelda 64 and video game fans. Television & New Media, 4, 321–334.   
Added by: Mark Grimshaw 09 Sep 2004 20:53:20 UTC Pop. 0.5%
Daisy, H. (Ed.). Diaspora studies for beginners. In The Bio-Diaspora Bloody Me.   
Last edited by: Wikindx Test Drive 04 Jan 2010 07:55:23 UTC Pop. 0.75%
Everest, F. A. (1984). Acoustic techniques for home and studio 2nd ed. Blue Ridge Summit, PA: Tab Books.   
Added by: Mark Grimshaw 10 Sep 2004 08:01:08 UTC Pop. 1.25%
Heath, S. (1976). Narrative space. Screen, 17, 68–112.   
Last edited by: Mark Grimshaw 19 Apr 2005 09:36:05 UTC Pop. 0.5%
Howard, D. M., & Angus, J. (1996). Acoustics and psychoacoustics. Oxford: Focal Press.   
Last edited by: Wikindx Test Drive 30 Sep 2010 04:40:52 UTC Pop. 1.25%
Jerz, D. G. (2007). Somewhere nearby is colossal cave: Examining will crowther's original “adventure” in code and in kentucky. Digital Humanities Quarterly, 1(2).   
Last edited by: Dennis G. Jerz 01 Dec 2007 00:26:27 UTC Pop. 1%
Juul, J. (2001) Games telling stories? A brief note on games and narratives. Game Studies, 1 September 16, 2003, http://www.gamestudies.org/0101/juul-gts/.   
Added by: Mark Grimshaw 11 Sep 2004 13:36:15 UTC Pop. 0.5%
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 23 Sep 2004 12:28:20 UTC Pop. 0.75%
Kücklich, J. (2003) Perspectives of computer game philology. Game Studies, 3 September 16, 2003, http://www.gamestudies.org/0301/kucklich/.   
Last edited by: Wikindx Test Drive 18 Mar 2008 05:25:25 UTC Pop. 1%
Lastra, J. (1992). Reading, writing, and representing sound. In R. Altman (Ed.), Sound Theory Sound Practice (pp. 65–86). New York: Routledge.   
Last edited by: Mark Grimshaw 03 Mar 2006 14:09:52 UTC Pop. 1.25%
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 22 Sep 2005 13:11:20 UTC Pop. 0.75%
Lindley, C. A. (2002) Conditioning, learning and creation in games: Narrative, the gameplay gestalt and generative simulation. May 24, 2004, http://zerogame.tii.se/pdfs/NILE.pdf.   
Last edited by: Mark Grimshaw 26 Sep 2005 11:12:45 UTC Pop. 0.75%
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 13 Jan 2006 13:10:53 UTC Pop. 1%
Murphy, D., & Pitt, I. (2001). Spatial sound enhancing virtual story telling. Lecture Notes in Computer Science, 2197, 20–29.   
Added by: Mark Grimshaw 08 Feb 2005 13:51:33 UTC Pop. 0.75%
Murray, J. H. (2000). Hamlet on the holodeck: The future of narrative in cyberspace. Cambridge: The MIT Press.   
Last edited by: Mark Grimshaw 11 Apr 2006 13:17:53 UTC Pop. 1%
Rheingold, H. (1991). Virtual reality: The revolutionary technology of computer-generated artificial worlds -- and how it promises and threatens to transform business and society. New York: Summit Books.   
Last edited by: Wikindx Test Drive 25 Jul 2008 21:05:33 UTC Pop. 1.5%
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wikindx 4.2.1 ©2013 | Total resources: 973 | Database queries: 131 | Script execution: 0.29297 secs | Style: American Psychological Association (APA) | Bibliography: WIKINDX Master Bibliography