000 | 05901cam a22004814i 4500 | ||
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005 | 20230526150933.0 | ||
008 | 030326s2004 maua b 001 0 eng d | ||
010 | _a 2003048784 | ||
011 | _aBIB MATCHES WORLDCAT | ||
020 |
_a0262232324 _qhard (alk. paper) |
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020 |
_a9780262232326 _qhard (alk. paper) |
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020 |
_a0262731754 _qpbk (alk. paper) |
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020 |
_a9780262731751 _qpbk (alk. paper) |
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035 | _a(ATU)b10844090 | ||
035 | _a(DLC) 2003048784 | ||
035 | _a(OCoLC)52086546 | ||
040 |
_aDLC _beng _erda _dATU |
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042 | _apcc | ||
050 | 0 | 0 |
_aGV1469.17.S63 _bF57 2004 |
082 | 0 | 0 |
_a794.8 _221 |
245 | 0 | 0 |
_aFirst person : _bnew media as story, performance, and game / _cedited by Noah Wardrip-Fruin and Pat Harrigan ; designed by Michael Crumpton. |
246 | 3 | _a1st person | |
264 | 1 |
_aCambridge, Mass. : _bMIT Press, _c[2004] |
|
264 | 4 | _c©2004 | |
300 |
_axiii, 331 pages : _billustrations ; _c23 cm |
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336 |
_atext _btxt _2rdacontent |
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337 |
_aunmediated _bn _2rdamedia |
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338 |
_avolume _bnc _2rdacarrier |
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504 | _aIncludes bibliographical references and index. | ||
505 | 0 | 0 |
_tFrom Game-Story to Cyberdrama / _rJanet Murray -- _tResponse / _rBryan Loyall -- _tOnline Response / _rEspen Aarseth -- _tCan There Be a Form between a Game and a Story? / _rKen Perlin -- _tResponse / _rWill Wright -- _tOnline Response / _rVictoria Vesna -- _tA Preliminary Poetics for Interactive Drama and Games / _rMichael Mateas -- _tResponse / _rBrenda Laurel -- _tOnline Response / _rGonzalo Frasca -- _tTowards Computer Game Studies / _rMarkku Eskelinen -- _tResponse / _rJ. Yellowlees Douglas -- _tNote Regarding Richard Schechner's Response -- _tGenre Trouble: Narrativism and the Art of Simulation / _rEspen Aarseth -- _tResponse / _rChris Crawford -- _tOnline Response / _rStuart Moulthrop -- _tFrom Work to Play: Molecular Culture in the Time of Deadly Games / _rStuart Moulthrop -- _tResponse / _rDiane Gromala -- _tOnline Response: Playing with Play / _rJohn Cayley -- _tRepresentation, Enaction, and the Ethics of Simulation / _rSimon Penny -- _tResponse / _rEugene Thacker -- _tOnline Response / _rN. Katherine Hayles -- _tVideogames of the Oppressed: Critical Thinking, Education, Tolerance, and Other Trivial Issues / _rGonzalo Frasca -- _tResponse / _rMizuko Ito -- _tOnline Response / _rEric Zimmerman -- _tSchizophrenia and Narrative in Artificial Agents / _rPhoebe Sengers -- _tResponse: Methods and Madness / _rLucy Suchman -- _tOnline Response / _rMichael Mateas -- _tGame Design as Narrative Architecture / _rHenry Jenkins -- _tResponse / _rJon McKenzie -- _tOnline Response / _rMarkku Eskelinen -- _tIntroduction to Game Time / _rJesper Juul -- _tResponse / _rMizuko Ito -- _tOnline Response / _rCelia Pearce -- _tTowards a Game Theory of Game / _rCelia Pearce -- _tResponse / _rMary Flanagan -- _tOnline Response: "And Back Again" / _rMark Bernstein -- _tNarrative, Interactivity, Play, and Games: Four Naughty Concepts in Need of Discipline / _rEric Zimmerman -- _tResponse / _rChris Crawford -- _tOnline Response: Unruly Games / _rJesper Juul -- _tCard Shark and Thespis: Exotic Tools for Hypertext Narrative / _rMark Bernstein and Diane Greco -- _tResponse / _rAndrew Stern -- _tOnline Response / _rKen Perlin -- _tMoving Through Me as I Move: A Paradigm for Interaction / _rStephanie Strickland -- _tResponse / _rRita Raley -- _tOnline Response / _rCamille Utterback -- _tThe Pleasures of Immersion and Interaction: Schemas, Scripts, and the Fifth Business / _rJ. Yellowlees Douglas and Andrew Hargadon -- _tResponse / _rRichard Schechner -- _tOnline Response / _rHenry Jenkins -- _tLiteral Art: Neither Lines nor Pixels but Letters / _rJohn Cayley -- _tResponse / _rJohanna Drucker -- _tOnline Response / _rNick Montfort -- _tUnusual Positions - Embodied Interaction with Symbolic Spaces / _rCamille Utterback -- _tResponse / _rMatt Gorbet -- _tOnline Response / _rAdrianne Wortzel -- _tInteractive Text and Recombinant Poetics - Media-Element Field Explorations / _rBill Seaman -- _tResponse / _rDiane Gromala -- _tOnline Response / _rJill Walker -- _tWhat Does a Very Large-Scale Conversation Look Like? / _rWarren Sack -- _tResponse / _rRebecca Ross -- _tOnline Response / _rPhoebe Sengers -- _tCommunity of People with No Time: Collaboration Shifts / _rVictoria Vesna -- _tResponse / _rStephanie Strickland -- _tIf Things Can Talk, What Do They Say? If We Can Talk to Things, What Do We Say? Using Voice Chips and Speech Recognition Chips to Explore Structures of Participation in Sociotechnical Scripts / _rNatalie Jeremijenko -- _tResponse: Talking Things / _rLucy Suchman -- _tOnline Response / _rSimon Penny -- _tMetaphoric Networks in Lexia to Perplexia / _rN. Katherine Hayles -- _tResponse / _rEugene Thacker -- _tOnline Response / _rBill Seaman -- _tHow I Was Played by Online Caroline / _rJill Walker -- _tResponse / _rAdrianne Wortzel -- _tOnline Response / _rWarren Sack -- _tInteractive Fiction as "Story," "Game," "Storygame," "Novel," "World," "Literature," "Puzzle," "Problem," "Riddle," and "Machine" / _rNick Montfort -- _tResponse / _rBrenda Laurel -- _tOnline Response / _rJanet Murray. |
588 | _aMachine converted from AACR2 source record. | ||
650 | 0 |
_aElectronic games _xSocial aspects _9633144 |
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700 | 1 |
_aWardrip-Fruin, Noah. _9245363 |
|
700 | 1 |
_aHarrigan, Pat, _eeditor. _91047723 |
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907 |
_a.b10844090 _b22-09-19 _c27-10-15 |
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