Devolver Digital (2012)Ĭaracciolo, M.: Unknowable protagonists and narrative delirium in American Psycho and Hotline Miami: A case study in character engagement across the media. Papale, L.: Per una tassonomia delle relazioni corporee e mentali tra giocatori e personaggi dei videogiochi. Defining the relationships between player and avatar. Sony Computer Entertainment (1998)Ĭore Design: Tomb Raider. (ed.) Per una cultura dei videogames: Teoria e prassi del videogiocare, 2nd edn, pp. Meta-narrative reviews look historically at how particular research traditions have unfolded over time and shaped the kind of questions being asked and the methods used to answer them 6, 7. Editori Laterza, Milano/Bari (2010)Įssig, T.: Psychoanalysis lost – and found – in our culture of simulation and enhancement. Pecchinenda, G.: Videogiochi e cultura della simulazione: La nascita dell’‘homo game’, 3rd edn. (ed.) The Semiotics of Writing: Transdisciplinary Perspectives on the Technology of Writing, pp. Miller, C.R.: Writing in a culture of simulation: Ethos online. (eds.) Beyond Calculation: The Next Fifty Years of Computing, pp. Although the built environment (BE) is important for children’s health, there is little consensus about which features are most important due to differences in measurement and outcomes across disciplines. Turkle, S.: Growing up in the culture of simulation. Koven, M.E.J.: Two languages in the self/the self in two languages: French-Portuguese bilinguals’ verbal enactments and experiences of self in narrative discourse. Įrvin-Tripp, S.: An analysis of the interaction of language, topic, and listener. Įrvin, S.: Language and TAT content in bilinguals. In: Chowdhury, G., McLeod, J., Gillet, V., Willett, P. However, as society enters into a postmodern era individuals are increasingly more scientific and. These metanarratives will explain the importance of religion and explain modern phenomenons. Nash, C., Jarrahi, M.H., Sutherland, W., Phillips, G.: Digital nomads beyond the buzzword: Defining digital nomadic work and use of digital technologies. Metanarrative (Beliefs) A metanarrative is a postmodern theory which refers to the big stories in which religions offer individuals about the world. Retrieved from Swinburne Research Bank (2001). Narrative formation is a crucial part of gaming, and the construction of an effective story world is paramount in drawing and retaining player interest. Gibson, P.: Identity and career (Doctoral dissertation). Tutton, R.: “They want to know where they came from”: Population genetics, identity, and family genealogy. that experiments with or explores the idea of telling a story, often by drawing attention to the fact that it is an. Knight, D.B.: Identity and territory: Geographical perspectives on nationalism and regionalism. metanarrative a type of play, novel, etc. Edizioni Paguro, Mercato San Severino (2018) Papale, L., Fazio, L.: Teatro e videogiochi: Dall’avatāra agli avatar.
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