The recent success of non-standard and playful interface devices like Wii Remote, Move, and Kinect is an indicator of a process that demonstrates that ludic interfaces might be the core driver for a transformation in the sector of video games cultures and beyond. Yet, ludic interfaces are drivers—as well as ...
Ricerca per: Mathias Fuchs (The University of Salford/ Universität Potsdam)
Other papers from the Journal
- Critical Jostling
- Review excerpts for Illusion Master: Extending Self-Presence and Challenging Immersion in and through Digital Games
- Review excerpts for Self-reflexive Videogames: Observations and Corollaries on Virtual Worlds as Philosophical Artifacts
- Games on Games. Game Design as Critical Reflexive Practice.
Other papers from the Critical Notes
- F. Giordano, B. Perron (eds.), The Archives. Post-Cinema and Video Game between Memory and the Image of the Present [Mimesis International]
- P. Harrigan, M.G. Kirschenbaum (eds.), Zones of Control. Perspectives on Wargaming [The MIT Press, 2016]
- A. Bossom, B. Dunning, Video Games. An Introduction to the Industry [Bloomsbury]