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from Tale of Tales. http://www.tale-of-tales.
com/DramaPrincess
22. For a more in-depth discussion of possible
categories of sounding interactive artefacts,
see (Hug, 2008a).
23. For an elaboration please refer to (Hug,
2008b).
24. http://www.cost-sid.org
25. From this perspective the diegetic question
seems obsolete. If the gamer is part of the
same system as the player, the narrative
world and the existential world of the player
merge into one.
26. I use this term to describe the interaction of
“given” affordance in the sense of ecological
psychology, with the ongoing interpretive
process in our interactive experience of
artificial sounds.
27. A recent example is the game Feist by Flo-
rian Faller and Adrian Stutz (http://www.
playfeist.net). More information about the
programme is available at http://gamedesign.
zhdk.ch and on the work platform at http://
www.gametheory.ch (available only in Ger-
man, so far).
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