Il testo nasce da un progetto europeo Hippocrates di analisi delle narrative dei videogames condotto in Italia dal Centro studi sul rischio dell'Università di Lecce. Il saggio confronta le diverse posizioni sul tema della partecipazione dei minori e sulla violenza dei videogiochi
Alone, in the dark. Narrative practices and videogame experiences of fear. In contemporary mediascap...
International audienceThe article shows that videogames are the actualization of a new form of narra...
This article deals with the introduction, the management and the use of the videogames in the librar...
Questo contributo, articolato in tre parti, propone un'interpretazione articolata del rapporto tra v...
Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined s...
Pubblicato per la prima vlta nel 2002 e arricchito in questa edizione da tre nuovi saggi, il testo a...
La ricerca indaga il linguaggio visivo nel videogioco, inteso come forma comunicativa emblematica de...
Le nuove tecnologie, attraverso i videogiochi narrativi, permettono l’accesso a quel territorio alta...
The theme of videogames has long provoked a wide and lively debate. Those who look suspiciously at v...
From the early days of videogame until the early 2000s, videogame play usually took place in two mai...
In contemporary mediascape, video games represent the only narrative medium where the danger for th...
Nowadays, videogames are identified as feasible teaching aid in history. However, each attempt to us...
Le nuove tecnologie, attraverso i videogiochi narrativi, permettono l\u2019accesso a quel territorio...
Even though an increasing number of experts in popular culture has repeatedly highlighted that over ...
The essay aims to discuss an effect of videogaming experience: the passage from the idea of immersio...
Alone, in the dark. Narrative practices and videogame experiences of fear. In contemporary mediascap...
International audienceThe article shows that videogames are the actualization of a new form of narra...
This article deals with the introduction, the management and the use of the videogames in the librar...
Questo contributo, articolato in tre parti, propone un'interpretazione articolata del rapporto tra v...
Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined s...
Pubblicato per la prima vlta nel 2002 e arricchito in questa edizione da tre nuovi saggi, il testo a...
La ricerca indaga il linguaggio visivo nel videogioco, inteso come forma comunicativa emblematica de...
Le nuove tecnologie, attraverso i videogiochi narrativi, permettono l’accesso a quel territorio alta...
The theme of videogames has long provoked a wide and lively debate. Those who look suspiciously at v...
From the early days of videogame until the early 2000s, videogame play usually took place in two mai...
In contemporary mediascape, video games represent the only narrative medium where the danger for th...
Nowadays, videogames are identified as feasible teaching aid in history. However, each attempt to us...
Le nuove tecnologie, attraverso i videogiochi narrativi, permettono l\u2019accesso a quel territorio...
Even though an increasing number of experts in popular culture has repeatedly highlighted that over ...
The essay aims to discuss an effect of videogaming experience: the passage from the idea of immersio...
Alone, in the dark. Narrative practices and videogame experiences of fear. In contemporary mediascap...
International audienceThe article shows that videogames are the actualization of a new form of narra...
This article deals with the introduction, the management and the use of the videogames in the librar...