Computer and games. Between game and practice
Par olivier le mardi 23 juin 2009, 09:48 - rapports et études - Lien permanent
Voici un numéro de la revue italienne on-ligne de l'association Italienne d'études sémiotiques, portant sur les jeux vidéo.

Voici le sommaire pour vous mettre en appétit. Les articles sont en libre accès.
Introduction by Dario Compagno and Patrick Coppock
section one : Playing Games: from Cooperation to Interaction
Gabriele Ferri - Interpretive Cooperation and Procedurality. A Dialogue between Semiotics and Procedural Criticism
Otto Lehto - 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 - Bridging the Narratology - Ludology Divide. The Tetris Case
Alessandro Catania - Les Jeux sont Faits! Immersiveness and Manageability of Game Narratives
section three : Revisiting Enunciation: Embodied Players
Agata Meneghelli - Simulacral and Embodied Enunciation in Computer Games
Adriano D’Aloia - Adamant Bodies. The Avatar-Body and the Problem of Autoempathy
section four : Temporal and Spatial Features of Virtual Environments
Mario Gerosa, Jennifer Grace-Dawson - Chronology and Historicization in Virtual Worlds and Video Games
Joaquìn Siabra-Fraile - Manic Miner under the Shadow of the Colossus: A Semiotic Analysis of the Spatial Dimension in Platform Video Games
Alex Wade - Spatial Typologies of Games
section five : Authorship and Game Creation
Marco Benôit Carbone - The Adam of Videogames. From Invention to Authorship through the Analysis of Primordial Games
Filippo Zanoli - Logos Language in Richard Garriot’s Tabula Rasa: an Analysis of Symbols, Semantics and Textual Implications