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G|A|M|E – n. 2/2013

Download options:
pf-pdf-icon  Full Issue, volumes 1+2 (Journal + Critical Notes)
pf-pdf-icon  Vol. 1 – Journal (peer-reviewed)
pf-pdf-icon  Vol. 2 – Critical notes (non-reviewed commentaries)

Index

vol. 1, 2013 – Journal (peer reviewed): TECHNOLOGY EVOLUTION AND PERSPECTIVE INNOVATION

  • Editorial Board – Technology evolution and perspective innovation. 3D and spatial depth today and yesterday
  • D. Pietschmann, B. Liebold, G. Valtin & P. Ohler – Taking space literally: reconceptualizing the effects of stereoscopic representation on user experience
  • A. Petrovits, A. Canossa – From M.C. Escher to Mass Effect: impossible spaces and hyper-real worlds in video games. How can hyper-real worlds be designed and interpreted in a 2D, 2.5D and 3D virtual environment and how will this implementation affect the stereoscopic 3D video games of the future?
  • A. Larochelle – A new angle on parallel languages: the contribution of visual arts to a vocabulary of graphical projection in video games
  • A. Işığan – The production of subject and space in video games
  • D. Arsenault & P.-M. Côté – Reverse-engineering graphical innovation: an introduction to graphical regimes
  • Z. Street – Polygons and practice in Skies of Arcadia
  • Documents
    • D. Arsenault, P.-M. Côté, A. Larochelle & S. Lebel – Graphical technologies, innovation and aesthetics in the video game industry: a case study of the shift from 2D to 3D graphics in the 1990s
    • E. Menduni & A. Catolfi – Digital aesthetic forms between cinema and TV. The need for new research directions

vol. 2, 2013 – Critical Notes

  • Books
    • M. Salvador – P. Ortoleva. Dal sesso al gioco. Un’ossessione per il XXI° secolo?
    • F. Giordano – Neoludica: (libro) arte e (libro) gioco
    • V. Paggiarin – T. Mott (a cura di), A. Dresseno (ed. it.), 1001 videogiochi da non perdere
    • M. Salvador – D. Compagno. Dezmond. Una lettura di Assassin’s Creed 2
    • F. Giordano – Come diventare una Rockstar. Gli Houser e l’evoluzione del franchise Grand Theft Auto
    • V. Agnoletto – T. Bissell. Voglia di vincere
    • A. Tribelli – D. Felini (a cura di), Video game education. Studi e percorsi di formazione
  • Games
    • E. Gandolfi – The two dimensions as a metaphor of control in gaming landscapes
    • G. Ferri – Tra advergame e mappe online: contaminazioni tra Street View e discorso pubblicitario
    • L. Papale – Sognando Shadow Moses. Grafica, gameplay e reiterazione come strumenti narrativi metareferenziali
  • Miscellanea
    • J. E. Ruggill & K. S. McAllister – Union yes? Computer game design, management, and labor relations
    • F. Fasce – Global Game Jam 2013: report
    • M. Teti – Ralph Spaccatutto, ovvero il videogioco come “repertorio culturale” del cinema
  • Other papers from the Journal

    • G|A|M|E Issue 7, 2018 - Digital Games for Special Needs; Special Needs for Digital Games
    • Reducing Bias Through Gaming
    • The Whose View of Hue?: Disability adaptability for color blindness in the digital game Hue
    • There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity

    Read other Journal papers (n.7/2018)

  • Other papers from the Critical Notes

    • It wasn't even acceptable in the Eighties: Hotline Miami and snuff films
    • L. Argenton, S. Tiberti, Psicologia del videogioco. Come i mondi virtuali influenzano mente e comportamento
    • Jenna Ng (ed.), Understanding Machinima. Essays on Filmmaking in Virtual Worlds

    Read other Critical Notes (n.4/2015)

G|A|M|E (ISSN: 2280-7705)
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