Interactive Fiction
1984; University of Chicago Press; Volume: 11; Issue: 1 Linguagem: Inglês
10.1086/448277
ISSN1539-7858
AutoresAnthony J. Niesz, Norman N. Holland,
Tópico(s)Wikis in Education and Collaboration
ResumoPrevious articleNext article No AccessInteractive FictionAnthony J. Niesz and Norman N. HollandAnthony J. Niesz and Norman N. HollandPDFPDF PLUS Add to favoritesDownload CitationTrack CitationsPermissionsReprints Share onFacebookTwitterLinkedInRedditEmailPrint SectionsMoreDetailsFiguresReferencesCited by Critical Inquiry Volume 11, Number 1Sep., 1984 Article DOIhttps://doi.org/10.1086/448277 Views: 67Total views on this site Citations: 24Citations are reported from Crossref Copyright 1984 The University of ChicagoPDF download Crossref reports the following articles citing this article:Mercedes Gómez-Albarrán, Antonio Sarasa-Cabezuelo, José-Luis Sierra-Rodríguez, Bryan Temprado-Battad Authoring and playing interactive fiction with conventional web technologies, Multimedia Tools and Applications 81, no.1111 (Aug 2021): 14705–14747.https://doi.org/10.1007/s11042-021-11316-xAnna Zhu, Muhammad Amith, Lu Tang, Rachel Cunningham, Angela Xu, Julie A. Boom, Cui Tao Experimenting with a Prototype Interactive Narrative Game to Improve Knowledge and Beliefs for the HPV Vaccine, (Nov 2021): 186–201.https://doi.org/10.1007/978-3-030-90966-6_14Elisavet Ioannidou Neo-Victorian Hidden Object Games, Participatory Culture, and the Interaction Between Past and Present, Adaptation 11, no.22 (Apr 2017): 159–170.https://doi.org/10.1093/adaptation/apx008Daniel Allington Linguistic Capital and Development Capital in a Network of Cultural Producers: Mutually Valuing Peer Groups in the 'Interactive Fiction' Retrogaming Scene, Cultural Sociology 10, no.22 (Sep 2015): 267–286.https://doi.org/10.1177/1749975515598333Veli-Matti Karhulahti Do Videogames Simulate? Virtuality and Imitation in the Philosophy of Simulation, Simulation & Gaming 46, no.66 (Dec 2015): 838–856.https://doi.org/10.1177/1046878115616219Carlos Mauricio Castaño Díaz, Worawach Tungtjitcharoen Art Video Games, Games and Culture 10, no.11 (Nov 2014): 3–34.https://doi.org/10.1177/1555412014557543 Veli-Matti Karhulahti An Ontological Theory of Narrative Works: Storygame as Postclassical Literature, Storyworlds: A Journal of Narrative Studies 7, no.11 (Jan 2015): 39.https://doi.org/10.5250/storyworlds.7.1.0039Ephraim Nissan Narratives, Formalism, Computational Tools, and Nonlinearity, (Jan 2014): 270–393.https://doi.org/10.1007/978-3-642-45324-3_11Jonathan Lessard Livre, film ou monde interactif ?, Mémoires du livre 5, no.22 (Apr 2014).https://doi.org/10.7202/1024781arAdam W. Ruch This isn't happening, (Sep 2013): 1–5.https://doi.org/10.1145/2513002.2513569Fausto Mourato, Fernando Birra, Manuel Próspero dos Santos The Challenge of Automatic Level Generation for Platform Videogames Based on Stories and Quests, (Jan 2013): 332–343.https://doi.org/10.1007/978-3-319-03161-3_24Joe Pereira Beyond Hidden Bodies and Lost Pigs, (Jan 2013): 50–80.https://doi.org/10.4018/978-1-4666-2848-9.ch004Ephraim Nissan The Narrative Dimension, (Oct 2011): 323–481.https://doi.org/10.1007/978-90-481-8990-8_5Stephan Günzel Der reine Raum des Spiels, (Jan 2010): 189–202.https://doi.org/10.1007/978-3-7091-0085-1_12Adam Rovner A Fable: or, how to recognize a narrative when you play one, Journal of Gaming & Virtual Worlds 1, no.22 (Dec 2009): 97–115.https://doi.org/10.1386/jgvw.1.2.97/1Norman N. Holland Spider-Man? Sure! The neuroscience of suspending disbelief, Interdisciplinary Science Reviews 33, no.44 (Jul 2013): 312–320.https://doi.org/10.1179/174327908X392870Espen Aarseth From Hunt the Wumpus to EverQuest: Introduction to Quest Theory, (Jan 2005): 496–506.https://doi.org/10.1007/11558651_48A.D. Malmud Tech(xt)s [links between text and technology], IEEE Multimedia 7, no.44 (Oct 2000): 6–9.https://doi.org/10.1109/93.895148Stuart Moulthrop, Nancy Kaplan Something to imagine: Literature, composition, and interactive fiction, Computers and Composition 9, no.11 (Nov 1991): 7–23.https://doi.org/10.1016/8755-4615(91)80035-CJanet H. Murray Anatomy of a new medium: Literary and pedagogic uses of advanced linguistic computer structures, Computers and the Humanities 25, no.11 (Feb 1991): 1–14.https://doi.org/10.1007/BF00054285David Myers A Q-Study of Game Player Aesthetics, Simulation & Gaming 21, no.44 (Aug 2016): 375–396.https://doi.org/10.1177/104687819002100403David Myers Chris Crawford and Computer Game Aesthetics, The Journal of Popular Culture 24, no.22 (Mar 2004): 17–32.https://doi.org/10.1111/j.0022-3840.1990.2402_17.xPhil Mullins Sacred Text in an Electronic Age, Biblical Theology Bulletin: Journal of Bible and Culture 20, no.33 (Jul 2016): 99–106.https://doi.org/10.1177/014610799002000302Neil Randall Determining literariness in interactive fiction, Computers and the Humanities 22, no.33 (Jan 1988): 183–191.https://doi.org/10.1007/BF00118891
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