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題名:「玩家+化身」的狂想曲:論電玩的制動角色與環境
書刊名:Intergrams
作者:李順興 引用關係
出版日期:2002
卷期:4:1
頁次:頁(1)1-(1)41
主題關鍵詞:制動文本新媒體超文本電玩圓融角色扁平角色
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(3) 博士論文(1) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:2
  • 共同引用共同引用:11
  • 點閱點閱:11
期刊論文
1.Moulthrop, S.(1999)。Misadventure: Future fiction and the new networks。Style,33(2),184-203。  new window
2.Frasca, Gonzalo(2001)。The Sims: Grandmothers Are Cooler Than Trolls。Game Studies: The International Journal of Computer Game Research,1。  new window
3.Juul, Jesper(2001)。Games Telling Stories?--A Brief Note on Games and Narrative。Game Studies: The International Journal of Computer Game Research,1。  new window
4.李順興(20010800)。文學創作工具與形式的再思考--以中文超文本作品為例。Intergrams,3(2),(5)1-(5)55。new window  延伸查詢new window
5.李順興(20000200)。超文本文學形式美學初探。Intergrams: Studies in Languages and Literatures,2(1),(4)1-(4)52。new window  延伸查詢new window
6.Eskelinen, Markku(2001)。The Gaming Situation。Game Studies: The International Journal of Computer Game Research,1。  new window
會議論文
1.Moulthrop, Stuart(2001)。The World Without Cybertext。4th Digital Arts and Culture Conference,(會議日期: 15 Sep. 2001)。  new window
2.李順興(2001)。超文本的蒙太奇讀法與資料庫形式。第二屆《文山評論》學術研討會,政治大學 (會議日期: 2001.05.05)。  延伸查詢new window
圖書
1.Laure, Brenda(1993)。Computers as theatre。Addison-Wesley Longman。  new window
2.Manovich, Lev(2001)。The Language of New Media。MIT Press。  new window
3.Aarseth, Espen J.(1997)。Cybertext: Perpectives on Ergodic Literature。Baltimore:John Hopkins UP。  new window
4.Landow, Geroge P.(1997)。Hypertext 2.0: The Convergence of Contemporary Critical Theory and Technology。Baltimore:John Hopkins University Press。  new window
5.Joyce, Michael(1995)。Of Two Minds: Hypertext Pedagogy and Poetics。Ann Arbor, Michigan:The University of Michigan Press。  new window
6.Bringsjord, Selmer、Ferrucci, David A.(2000)。Artificial Intelligence and Literary Creativity: Inside the Mind of BRUTUS, a Storytelling Machine。Mahwah, New Jersey:Lawrence Erlbaum Associates。  new window
7.Miller, Rand、Miller, Robyn(1997)。Riven: The Sequel to Myst。Cyan Software。  new window
8.Miller, Rand、Miller, Robyn(1993)。Myst。Cyan Software。  new window
9.Murray, Janet H.(1997)。Hamlet on the Holodock: The Future of Narrative in Cyberspace。New York:Free Press。  new window
10.Wright, Will(1999)。The Sims。Redwood City:Electronic Arts。  new window
11.Johnson, Steven(1997)。Interface Culture: How New Technology Transforms the Way We Create and Communicate。Basic Books。  new window
其他
1.Coover, Robert(2000)。The Passing of the Golden Age,http://www.feedmag.com/templates/default.php3?a_id=1211, 2001/01/05。  new window
2.Bates, Joseph(1994)。The Role of Emotion in Believable Agents,http://www-2.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/papers/ba-and-emotion.ps.gz。  new window
3.Frasca, Gonzalo(1998)。Ludology Meets Narratology: Similitude and differences between (video) games and narrative,http://www.jacaranda.org/frasca/ludology.htm。  new window
4.Lynn, Vicki(1999)。Guardians of the Millennium,http://www.theguardians.com。  new window
圖書論文
1.Bringsjord, Selmer(2001)。Is It Possible to Build Dramatically Compelling Interactive Digital Entertainment (in the form, e. g., of computer games)?。Computer Games and Digital Textualities。IT University of Copenhagen。  new window
2.Frasca, Gonzalo(2001)。Ephemeral Games: Is It Barbaric to Design Videogames after Auschwitz?。Cybertext Yearbook 2000。Research Center for Contemporary Culture, University of Jyvaskyla。  new window
3.Ryan, Marie-Laure(2001)。Beyond Myth and Metaphor: The Case of Narrative in Digital Media。Computer Games and Digital Textualities。IT University of Copenhagen。  new window
 
 
 
 
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