📚 Hub Books: Онлайн-чтение книгДомашняяSilent Hill. Навстречу ужасу. Игры и теория страха - Бернар Перрон

Silent Hill. Навстречу ужасу. Игры и теория страха - Бернар Перрон

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Kirkland, Ewan. 2009. „Storytelling in Survival Horror Video Games”. In Horror Video Games: Essays on the Fusion of Fear and Play, ed. Bernard Perron, страницы 62–78. Jefferson, NC: McFarland.

Kirkland, Ewan. 2010. „Discursively Constructing the Art of Silent Hill”. Games and Culture 5, страницы 314–328.

Krzywinska, Tanya. 2002. „Hands-on Horror”. In ScreenPlay: Cinema/Videogames/Interfaces, ed. Geoff King and Tanya Krzy-winska, страницы 206–223. London: Wallflower.

Lahti, Martti. 2003. „As We Become Machines: Corporealized Pleasures in Video Games”. In The Video Game Theory Reader, ed. Mark J. P. Wolf and Bernard Perron, страницы 157-70. New York: Routledge.

Lankoski, Petri. 2005. „Building and Reconstructing Character: A Case Study of Silent Hill 3”. DIGRA 2005 International Conference, Simon Fraser University, Vancouver. Доступно по ссылке http://www.digra.org/wp-content/uploads/digital-library/06278.03293.pdf

Lovecraft, Howard Phillips. 1970. The Tomb and Other Tales. New York: Ballantine. На русском языке цитируется по изданию: Лавкрафт Г. Ф. Зов Ктулху. Серия Necronomicon, т. 1. Гудьял-Пресс, 2001.

Lovecraft, Howard Phillips. 1973. Supernatural Horror in Literature. New York: Dover. На русском языке цитируется по изданию: Лавкрафт Г. Ф. Азатот. Серия Necronomicon, т. 3. Гудьял-Пресс, 2001.

Luban, Pascal. 2001. „Turning a Linear Story into a Game: The Missing Link Between Fiction and Interactive Entertainment”. Gamasutra.com от 15 июня. Доступно по ссылке https://www. gamasutra.com/view/feature/3066/turning_a_linear_story_ into_a_.php?print=1

Luban, Pascal. 2002. „Designing and Integrating Puzzles in Action-Adventure Games”. Gamasutra.com, от 6 декабря. Доступно по ссылке https://www.gamasutra.com/view/feature/2917/design-ing_and_integrating_puzzles_.php?print=1

Mackman, Paul. 2001. „Silent Hill 2 Interview: Game Producer Akihiro Imamura Tells All about the Making of Silent Hill 2”. Gam-er.tv от 24 ноября. Доступно по ссылке http://web.archive.org/ web/20031229223955/http://www.gamer.tv/page/feature/3924.htm

Mactavish, Andrew. 2002. „Technological Pleasure: The Performance and Narrative of the Technology in Half-Life and Other High-Tech Computer Games”. In ScreenPlay: Cinema/Videog-ames/Interfaces, ed. Geoff King and Tanya Krzywinska, страницы 33–49. London: Wallflower.

Maragos, Nich. 2001. „GIA Staff Favorites for 2001. 4. Silent Hill 2”. Gaming Intelligence Agency. Ссылка недоступна.

Morreall, John. 1985. „Enjoying Negative Emotions in Fiction”. Philosophy and Literature 9, страницы 95-103.

Murray, Janet H. 1997. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Free Press.

Neil, Alex. 1996. „Empathy and (Film) Fiction”. In Post-Theory: Reconstructing Film Studies, ed. David Bordwell and №ё! Carroll, страницы 175–194. Madison: University of Wisconsin Press.

Perron, Bernard. 2003. „From Gamers to Players and Gameplayers. The Example of Interactive Movies”. In The Video Game Theory Reader, ed. Mark J. P. Wolf and Bernard Perron, страницы 237–258. New York: Routledge.

Perron, Bernard. 2004. „Sign of a Threat: The Effects of Warning Systems in Survival Horror Games”. COSIGN 2004 Proceedings, Art Academy, University of Split, страницы 132-41. Доступно по ссылке https://ludicine.ca/sites/ludicine.ca/files/ Perron_Cosign_2004.pdf

Perron, Bernard. 2005a. „A Cognitive Psychological Approach to Gameplay Emotions”. DIGRA 2005 International Conference, Simon Fraser University, Vancouver. Доступно по ссылке http://www.di-gra.org/wp-content/uploads/digital-library/06276.58345.pdf

Perron, Bernard. 2005b. „Coming to Play at Frightening Yourself: Welcome to the World of Horror Games”. Aesthetics of Play: A Conference on Computer Game Aesthetics, Bergen University. Доступно по ссылке https://www.aestheticsofplay.org/perron.php

Perron, Bernard. 2006a. „The Heuristic Circle of Gameplay: The Case of Survival Horror”. In Gaming Realities: A Challenge of Digital Culture, ed. M. Santorineos, страницы 62–69. Athens: Fournos. Ссылка недоступна.

Perron, Bernard. 2006b. „Quand le brouillard se dissipe: Silent Hill, le film”. Cine-Bulles (Montreal) 24, станицы 42–47.

Perron, Bernard. 2007. „Anaconda, a Snakes and Ladders Game: Horror Film and the Notions of Stereotype, Fun and Play”. Journal of Moving Image Studies 5, страницы 20–30.

Perron, Bernard. 2009. „The Survival Horror: The Extended Body Genre”. In Horror Video Games: Essays on the Fusion of Fear and Play, ed. Bernard Perron, страницы 121–143. Jefferson, NC: McFarland.

Perry, Douglass C. 2001a. „Silent Hill 2’s Producer Akihito Imamura Not So Silent”. IGN.com от 17 августа. Доступно по ссылке http://ps2.ign.com/articles/097/097467p1.html

Perry, Douglass C. 2001b. „Interview with Silent Hill 2’s Artist Takayoshi Sato”. IGN.com от 17 августа. Доступно по ссылке https://www.ign.com/articles/2001/08/17/interview-with-silent-hill-2s-artist-takayoshi-sato

Plantinga, Carl. 1995. „Movie Pleasures and the Spectator’s Experience: Toward a Cognitive Approach”. Philosophy and Film 2, станицы 3-19.

Poole, Steven. 2000. Trigger Happy: The Inner Life of Video Games. London: Fourth Estate.

Provezza, Bruno. 2006. „Interview Frederick Raynal”. Mad Movies, special edition, апрель, страницы 52–57.

Radcliffe, Ann. 1826. „On the Supernatural in Poetry”. New Monthly Magazine 16, страницы 145–152. Ссылка недоступна.

Ramsay, Randolph. 2008. „Silent Hill: Homecoming Banned in Australia”. Gamespot.com от 25 сентября. Доступно по ссылке https://www.gamespot.com/articles/silent-hill-homecoming-banned-in-australia/1100-6198219/

Riser, Michael (aka Quemaqua). 2003. „Silent Hill 3 Review”. Alloutgames.com. Доступно по ссылке http://web.archive.org/ web/20041026233217/http://www.alloutgames.com/Reviews/silen-thill3.html

Rockett, Will H. 1988. Devouring Whirlwind: Terror and Transcendence in the Cinema of Cruelty. New York: Greenwood Press.

Roundell, Paul. 2001. „TGS 2001: Silent Hill 2 Playtest”. Now. com. Ссылка недоступна.

Rouse, Richard, III. 2001. Game Design: Theory & Practice. Plano, TX: Wordware.

Rouse, Richard, III. 2009. „Match Made in Hell: The Inevitable Success of the Horror Genre in Video Games”. In Horror Video Games: Essays on the Fusion of Fear and Play, ed. Bernard Perron, страницы 15–25. Jefferson, NC: McFarland.

Roux-Girard, Guillaume. 2010. „Listening to Fear: A Study of Sound in Horror Computer Games”. In Game Sound Technology and Player Interaction: Concepts and Developments, ed. Mark Grimshaw, страницы 192–212. Hershey, PA: IGI Global.

Ryan, Marie-Laure. 2001. „Beyond Myth and Metaphor – The Case of Narrative in Digital Media”. Game Studies 1. Доступно по ссылке http://www.gamestudies.org/0101/ryan/

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