Towards a communication horizon in video game research
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Ramos Serrano , M., & Pérez Latorre , Óliver. (2022). Towards a communication horizon in video game research. COMMUNICATION. International Journal of Audiovisual Communication, Advertising and Cultural Studies, 1(7), 1–5. https://doi.org/10.12795/comunicacion.2009.v01.i07.19
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Abstract

Prologue.

https://doi.org/10.12795/comunicacion.2009.v01.i07.19
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References

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JUUL, Jesper (2005): Half-Real: videogames between real rules and fictional worlds. Cambridge, Londres, MIT Press.

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RAESSENS, Joost y GOLDSTEIN, Jeffrey (ed.) (2005): Handbook of Computer Game Studies. Cambridge, Londres, MIT Press.

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SCOLARI, Carlos A. (ed.) (2008): L’homo videoludens: videojocs, textualitat i narrativa interactiva. Barcelona, Eumo.

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TOSCA, Susana P. (2003): “The Quest Problem in Computer Games”. En: Congreso Technologies for Interactive Storytelling and Entertainment. Darmstadt, 2003. Disponible en Internet (10.01.2010): http://www.itc.dk/people/tosca/quest.htm.

TOSCA, Susana P. y KLASTRUP, Lisbeth (2004): “Transmedial worlds: rethinking cyberworld design”. En: Congreso Cyberworlds. Tokyo, 2004. Disponible en Internet (10.01.2010): http://www.itu.dk/people/klastrup/klastruptosca_transworlds.pdf.

WARDRIP-FRUIN, Noah y HARRIGAN, Pat (ed.) (2004): First Person. New Media as Story, Performance and Game. Cambridge, Londres, MIT Press.

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VIDEOJUEGOS CITADOS

Double Fine (2005): Psychonauts. Majesco/THQ

Frasca, G. (2003): September 12th. Newsgaming

Lionhead Studios (2001): Black & White. Electronic Arts

Maxis (2000): Los Sims. Electronic Arts

Procedural Arts (2005): Façade. Procedural Arts

Quantic Dream (2005): Fahrenheit. Atari

Rohrer, J. (2007): Passage

Creative Commons License

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Copyright (c) 2009 Marina Ramos Serrano, Óliver Pérez Latorre

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