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Comunicar 39-ingles - Revista Comunicar

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149SupportsFunded on 2008-2010 by MAEC/AECID Postdoctoral Research atthe UNSAAC and the Museum Convento de Santo Domingo-Qorikancha. Funded on 2006-2008 by MEC/Fulbright PostdoctoralResearch Grant; at the School of Cinematic Arts, University ofSouthern California, Los Angeles California and Laboratory pfDigital Culture (UCM) Cooperation Grants.ReferencesARCILA, C. & SAID, E. (2011). The Cyber Media in Latin Americaand Web 2.0. <strong>Comunicar</strong>, 37, 125-131. (DOI: 10.<strong>39</strong>16/C37-2011-03-04).GEE, J.P. (2003). What Video Games Have to Teach Us AboutLearning and Literacy. New York: Palgrave MacMillan, 200-212.GONZÁLEZ-FARACO, J. & GRAMIGNA, A. (2009). Learning with vi deo -games: Ideas for a Renewal of the Theory of Knowledge and Edu -cation. <strong>Comunicar</strong>, 36, 158-164. (DOI: 10.<strong>39</strong>16/c33-2009-03-007).DAVENPORT, G. & INTERACTIVE CINEMA GROUP (2000). TheShareable Media Project. Massachusetts: MIT.Jenkins, H. (2007). Convergence Culture. NY: New York Uni ver -si ty Press. (http://muve.gse.harvard.edu/rivercityproject/) (01-03-2009).DUART, J.M & OSORIO, L.A. (2010). Interaction Analysis in HybridLearning Environment. <strong>Comunicar</strong>, 37, 65-72. (DOI: 10.<strong>39</strong>16/ -C37- 2011-02-06).KOJLER, C. (2005). Power Up: How Japanese Video Games Gavethe World an Extra Life. Indianapolis: Brady Games, Pearson Edu -cation Inc, 272.MANOVICH, L. (2001). The Language of New Media. Cambridge:MIT Press.MARTÍN-SERRANO, M. (1982).Teoría de la comunicación. Madrid:Cuadernos de Comunicación.MEADOWS, M. (2003). Pause & Effect: the Art of InteractiveNarrative. USA: New Riders: Voices that Matter, 37-<strong>39</strong>.MORA-FERNÁNDEZ, J. (2008). Multicultural Videos: An InteractiveOnline Museum Based On An International ACM Digital Library,Association of Computing Machinery, and the DVD ACM Multi -media 2008. WS-Communicability MS2008, 1-8. (http:// dl. -acm.org/citation.cfm?id=1462045) (04-01-2012).MORA-FERNÁNDEZ, J. (2009). Interacciones hipermedia y videojuegos:inmersión comunicativa interfacial y narrativa. Icono 14, 12,218-241. (www.icono14.net/monografico/interacciones-hipermedia-y-videojuegos)(16-01-2012).MORENO-MUÑOZ, A. (2000). Diseño ergonómico de aplicacioneshipermedia. Barcelona: Paidós.MORENO-SÁNCHEZ, I. (2002). Musas y nuevas tecnologías: El relatohipermedia. Barcelona: Paidós.WALLENIUS, K. (2010). Video Annotation for Studying the Brain inNaturalistic Settings. Faculty of Electronics, Communications andAutomation (pp. 1-4). Finland: Aalto University, School of Scienceand Technology.WARDRIP-FRUIN N. & HARRIGAN, P. (2004). First Person: NewMedia as Story, Performance and Game (pp. 2-33). Massachusetts:Institute of Technology.<strong>Comunicar</strong>, <strong>39</strong>, XX, 2012© ISSN: 1134-3478 • e-ISSN: 1988-3293• Pages 1<strong>39</strong>-149

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