SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Screenplay: cinema/videogames/interfaces
0 references·9 citing·35 second hop
Screenplay: cinema/videogames/interfaces (2003)Screenplay: cinema/videogames/interfacesDigital Games and the American Gothic: Investigating Gothic Game Grammar (2013)Digital Games and the America…Suspending Virtual Disbelief: A Perspective on Narrative Coherence (2012)Suspending Virtual Disbelief:…Enter the Avatar: The Phenomenology of Prosthetic Telepresence in Computer Games (2012)Enter the Avatar: The Phenome…Queering Internet Studies: Intersections of Gender and Sexuality (2011)Queering Internet Studies: In…In Praise of Speed: The Value of Velocity in Contemporary Cinema (2011)In Praise of Speed: The Value…The Shape of New Media: Screen Space, Aspect Ratios, and Digitextuality (2009)The Shape of New Media: Scree…Games, Claims, Genres, and Learning (2009)Games, Claims, Genres, and Le…Video Games Killed the Cinema Star : It's Time for a Change in Studies of Music and the Moving Image (2007)Video Games Killed the Cinema…All Aboard The Polar Express : A ‘Playful’ Change of Address in the Computer-Generated Blockbuster (2006)All Aboard The Polar Express …Gender Trouble: Feminism and the Subversion of Identity (1991)Bodies that Matter: on the Discursive Limits of 'Sex' (1994)The Cultural Politics of Emotion (2014)Gaming out online: Black lesbian identity development and community building in Xbox Live (2017)The power of vulnerability: mobilising affect in feminist, queer and anti-racist media cultures (2019)The way Hollywood tells it: story and style in modern movies (2006)The Work of Art in the Age of Mechanical Reproduction (2007)The Work of Art in the Age of Mechanical Reproduction (2018)The Cinema of Attractions Early Film, Its Spectator and the Avant-Garde (1990)The Video Game Theory Reader (2003)Quantification and Substitution: The Abstract Space of Virtual Cinematography (2013)The Video Game Theory Reader (2013)The Technologically Determined Decade: Robert Zemeckis, Andy Serkis, and the Promotion of Performance Capture (2016)The Medium of the Video Game (2002)Popular music and film (2004)Highbrow/lowbrow: the emergence of cultural hierarchy in America (1989)Media,Technology and Society (2002)The Language of New Media (2002)Man, Play, and Games. (1963)Hamlet on the holodeck: the future of narrative in cyberspace (1997)Half-Real: Video Games between Real Rules and Fictional Worlds (2005)Dilemmas in a general theory of planning (1973)Those Who Understand: Knowledge Growth in Teaching (1986)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)What do Players (Think They) Learn in Games? (2012)Undertaking an Ecological Approach to Advance Game-Based Learning: A Case Study. (2014)Phenomenology of Perception (1982)Phenomenology of Perception (2002)Rules of Play: Game Design Fundamentals (2003)Teledildonics and New Ways of “Being in Touch”: A Phenomenological Analysis of the Use of Haptic Devices for Intimate Relations (2016)Kunst mit allen Sinnen (2021)8. Det medierte minnestedet (2022)Problems in general linguistics (1971)Story and Discourse: Narrative Structure in Fiction and Film (1979)Narrative Discourse: An Essay in Method (1980)
this work references cited by second hop

References

No references inside the corpus for this window.

Cited by

  • 2012Enter the Avatar: The Phenomenology of Prosthetic Telepresence in Computer Games125 cited
  • 2009Games, Claims, Genres, and Learning34 cited
  • 2011Queering Internet Studies: Intersections of Gender and Sexuality22 cited
  • 2012Suspending Virtual Disbelief: A Perspective on Narrative Coherence16 cited
  • 2011In Praise of Speed: The Value of Velocity in Contemporary Cinema11 cited
  • 2006All Aboard The Polar Express : A ‘Playful’ Change of Address in the Computer-Generated Blockbuster10 cited
  • 2013Digital Games and the American Gothic: Investigating Gothic Game Grammar7 cited
  • 2009The Shape of New Media: Screen Space, Aspect Ratios, and Digitextuality6 cited
  • 2007Video Games Killed the Cinema Star : It's Time for a Change in Studies of Music and the Moving Image4 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work