Il numero 5 dedicato ai computer games in versione cartacea sarà acquistabile on line attraverso ibs (www.ibs.it), presso alcune librerie, oppure contattando il distributore Nuovacultura all'indirizzo ordini@nuovacultura.it.
Cover (pdf, 488 Kb)
Index and acknowledgements
Introduction (pdf, 108 Kb)
by Dario Compagno and Patrick Coppock
section one
Playing Games:
from Cooperation to Interaction
Gabriele Ferri (pdf, 660 Kb)
Interpretive Cooperation and Procedurality.
A Dialogue between Semiotics and Procedural Criticism
Otto Lehto (pdf, 2 Mb)
The Collapse and Reconstitution of the
Cinematic Narrative: Interactivity vs Immersion in Game Worlds
section two
Which Role for Narrativity in
Computer Games?
Jack Post (pdf, 588 Kb)
Bridging the Narratology - Ludology Divide.
The Tetris Case
Alessandro Catania (pdf, 244 Kb)
Les Jeux sont Faits! Immersiveness and
Manageability of Game Narratives
section three
Revisiting Enunciation:
Embodied Players
Agata Meneghelli(pdf, 620 Kb)
Simulacral and Embodied Enunciation in
Computer Games
Adriano D’Aloia (pdf, 768 Kb)
Adamant Bodies. The Avatar-Body and the
Problem of Autoempathy
section four
Temporal and Spatial Features of
Virtual Environments
Mario Gerosa, Jennifer Grace-Dawson (pdf, 1,0 Mb)
Chronology and Historicization in Virtual
Worlds and Video Games
Joaquìn Siabra-Fraile (pdf, 800 Kb)
Manic Miner under the Shadow of the
Colossus: A Semiotic Analysis of the Spatial
Dimension in Platform Video Games
Alex Wade (pdf, 472 Kb)
Spatial Typologies of Games
section five
Authorship and Game Creation
Marco Benôit Carbone (pdf, 284 Kb)
The Adam of Videogames. From Invention to
Authorship through the Analysis of Primordial
Games
Filippo Zanoli(pdf, 505 Kb)
Logos Language in Richard Garriot’s Tabula
Rasa: an Analysis of Symbols, Semantics and
Textual Implications
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