09.09.2014 Views

Character Driven Game Design

Character Driven Game Design

Character Driven Game Design

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

References 49<br />

Behavioral Neuroscience, 3(2), pp. 97–110.<br />

EKMAN, I. and LANKOSKI, P., 2009. Hair-Raising Entertainment:<br />

Emotions, Sound, and Structure in Silent Hill 2 and Fatal Frame. In: B.<br />

PERRON, ed, Horror Video <strong>Game</strong>s: Essays on the Fusion of Fear and Play.<br />

McFarland, pp. 181–199.<br />

EKMAN, P., 1999. Facial Expression. In: T. DALGLEISH and M.<br />

POWER, eds, Handbook of Cognition and Emotion. New York: John Wiley<br />

& Sons Ltd, pp. 301–320.<br />

EKMAN, P., 1993. Facial Expression and Emotion. American Psychologist,<br />

48(4), pp. 384–392. Available at: http://www.paulekman.com/<br />

pdfs/facial_expression_and_emotion.pdf [04/05/2007].<br />

ESKELINEN, M., 2004. Towards Computer <strong>Game</strong> Studies. In: N.<br />

WARDRIP-FRUIN and P. HARRIGAN, eds, First Person: New Media as<br />

Story, Performance, and <strong>Game</strong>. Cambridge: The MIT Press, pp. 36–44.<br />

ESKELINEN, M., 2001. The Gaming Situation. <strong>Game</strong> Studies, 1(1),.<br />

FIELD, S., 1994. Screenplay: The foundation if Screenwriting. 3rd edn.<br />

New York: Dell Publishing Co.<br />

FINE, G.A., 1983. Shared Fantasy: Role-Playing <strong>Game</strong>s as Social Worlds.<br />

pbk. edn. Chicago: The University of Chicago Press.<br />

Civilization IV. 2005. [<strong>Game</strong>] Developed by Firaxis <strong>Game</strong>s, Aspyr<br />

Media, Inc.<br />

FISKE, J., 1987. Television Culture. London: Routledge.<br />

FRASCA, G., 2004. From Gonzalo Frasca’s Online Responce. In: N.<br />

WARDRIP-FRUIN and P. HARRIGAN, eds, First Person: New Media as<br />

Story, Performance, and <strong>Game</strong>. Cambridge: The MIT Press, pp. 23–24.<br />

FRASCA, G., 2003. Ludologists love stories, too: notes from a debate<br />

that never took place, C. MARINKA and R. JOOST, eds. In: Level Up<br />

Conference Proceedings, November 2003, University of Utrecht pp.<br />

92–99.<br />

FRASCA, G., 2001. Rethinking Agency and Immersion: Playing with<br />

Videogame <strong>Character</strong>s, ACM SIGGRAPH 2001, August 12–17 2001, .<br />

FULLERTON, T., SWAIN, C. & HOFFMAN, S., 2004. <strong>Game</strong> <strong>Design</strong><br />

Workshop. San Fransico: CMP Books.<br />

GALLAGHER, S., 2005. How the Body Shapes the Mind. Oxford: Oxford<br />

University Press.<br />

GERSTMANN, J., 2003, beyond good & evil for PC review - PC beyond<br />

good & evil review [Online]. Available: http://www.gamespot.<br />

com/pc/adventure/beyondgoodevil/review.html [3/11/2008].<br />

GOLDMAN, A.I., 2006. Simulating Minds. Oxford: Oxford University<br />

Press.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!