Thematic Special Number of E/C : Rivista dell’Associazione Italiana di Studi Semiotici. [http://www.ec-aiss.it/; http://www.ec-aiss.it/monografici/5_computer_games.php]5-11 Dario Compagno and Patrick Coppock: Introduction- Section one: Playing Games: from Cooperation to Interaction15-20 Gabriele Ferri Interpretive Cooperation and Procedurality.A Dialogue between Semiotics and Procedural Criticism21-29 Otto Lehto: The Collapse and Reconstitution of theCinematic Narrative: Interactivity vs Immersion in Game Worlds- Section two: Which Role for Narrativity in Computer Games?31-36 Jack Post: Bridging the Narratology - Ludology Divide. The Tetris Case37-40 Alessandro Catania: Les Jeux sont Faits! Immersiveness and Manageability of Game Narratives- Section three: Revisiting Enunciation: Embodied Players43-50 Agata Meneghelli: Simulacral and Embodied Enunciation inComputer Games51-58 Adriano D’Aloia: Adamant Bodies. The Avatar-Body and theProblem of Autoempathy- Section four: Temporal and Spatial Features of Virtual Environments61-68 Mario Gerosa, Jennifer Grace-Dawson: Chronology and Historicization in Virtual Worlds and Video Games69-76 Joaquìn Siabra-Fraile: Manic Miner under the Shadow of theColossus: A Semiotic Analysis of the Spatial Dimension in Platform Video Games77-82 Alex Wade: Spatial Typologies of Games- Section five: Authorship and Game Creation85-90 Marco Benôit Carbone: The Adam of Videogames. From Invention to Authorship through the Analysis of Primordial Games91-96 Filippo Zanoli: Logos Language in Richard Garriot’s Tabula Rasa: an Analysis of Symbols, Semantics and Textual Implications

Computer Games, between Text and Practice (Print Edition) / D., Compagno; Coppock, Patrick John. - STAMPA. - (2009), pp. 1-96.

Computer Games, between Text and Practice (Print Edition)

COPPOCK, Patrick John
2009

Abstract

Thematic Special Number of E/C : Rivista dell’Associazione Italiana di Studi Semiotici. [http://www.ec-aiss.it/; http://www.ec-aiss.it/monografici/5_computer_games.php]5-11 Dario Compagno and Patrick Coppock: Introduction- Section one: Playing Games: from Cooperation to Interaction15-20 Gabriele Ferri Interpretive Cooperation and Procedurality.A Dialogue between Semiotics and Procedural Criticism21-29 Otto Lehto: The Collapse and Reconstitution of theCinematic Narrative: Interactivity vs Immersion in Game Worlds- Section two: Which Role for Narrativity in Computer Games?31-36 Jack Post: Bridging the Narratology - Ludology Divide. The Tetris Case37-40 Alessandro Catania: Les Jeux sont Faits! Immersiveness and Manageability of Game Narratives- Section three: Revisiting Enunciation: Embodied Players43-50 Agata Meneghelli: Simulacral and Embodied Enunciation inComputer Games51-58 Adriano D’Aloia: Adamant Bodies. The Avatar-Body and theProblem of Autoempathy- Section four: Temporal and Spatial Features of Virtual Environments61-68 Mario Gerosa, Jennifer Grace-Dawson: Chronology and Historicization in Virtual Worlds and Video Games69-76 Joaquìn Siabra-Fraile: Manic Miner under the Shadow of theColossus: A Semiotic Analysis of the Spatial Dimension in Platform Video Games77-82 Alex Wade: Spatial Typologies of Games- Section five: Authorship and Game Creation85-90 Marco Benôit Carbone: The Adam of Videogames. From Invention to Authorship through the Analysis of Primordial Games91-96 Filippo Zanoli: Logos Language in Richard Garriot’s Tabula Rasa: an Analysis of Symbols, Semantics and Textual Implications
2009
Associazione Italiana di Studi Semiotici
ITALIA
Computer Games, between Text and Practice (Print Edition) / D., Compagno; Coppock, Patrick John. - STAMPA. - (2009), pp. 1-96.
D., Compagno; Coppock, Patrick John
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11380/604926
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