- Diane Carrr, David Buckingham, Andrew Burn and Gareth Schott, Computer Games: Text, Narrative and Play, 2006
[A reliable book found in LU Library as it is recently published. Data should be up-to-date. Besides, References are shown. By the way, I’m the first one to borrow it, maybe it’s too new. ]
i. Chapter 1 “ Studying Computer Games”, p.1 – 13
[It is useful as features of games listed. It helps to distinguish the differences between games and reality.]
ii. Chapter 2 “Games Genres”, p.14 – 29
[It can be used as reference for RPG games and action adventure games only as it only focus on these two. For Research Question 2]
iii. Chapter 11 “Film, Adaptation and Computer Games”, p.149-161
[It highlights the point that the element of horror made the same story works in either film to game or game to film. Computer games and films are 2 different genres, adaptation is needed for the presentation when they are interchanging. Furthermore, it suggests that cutscenes are an effective tool to arouse players’ fear.]
4. Manovich, Lev “What Is Digital Cinema?” in Peter Lunenfeld (ed.)
The Digital Dialectic, Boston: MIT Press, 1999, Lev Manovich, p. 172 – 181
[ It offers the insight about what is fully digital film and thus I can relate it to the conversion of video games to film. ]
5. Edited by Lucien King, “Violence and the Political Life of Videogames” by Clive Thompson in Game on the history and culture of videogames, London : Laurence King, 2002, p.22-31
[ It is an informative analysis for relating computer games and violence.]
[Psychological explanation about long-term indulgence in violent games causes ‘Operation conditioning’ proposed by behaviorist B.F. Skinner]
6. The Columbus Dispatch, Ohio Daily Newspaper
"ART: Filmmakers rearrange video-game images to create movies" by By Nick Chordas, 2007-01-11.
[This is newspaper article about the facts that what companies produced what kind of films based on video games.]
7. The Arizona Daily Star, Tucson“Scariest video games” by Phil Villarreal, 2007-10-25[This is a newspaper article about the most frightening games from a videogame player’s view, which mentions Silent Hill 2and Resident Evil 4.]
8. Steven Poole, Trigger Happy: The Inner Life Of Videogames (2002), Four Estate‧London
i. Chapter 1, “Our Virtual History”, P. 15
[It tells us how we percept visual impacts and how it affects our psychological activities.]
ii.Chapter 4, “Electric Sheep”, p.78-102
[This is very useful; it compares and contrasts the horror survival games and their adapted films by using the examples of Silent Hill and Biohazard. It mention what exactly I need for the term paper.]
10. Patrick Fuery, New Developments in film theory(2002), Macmillan Predd LTD
[this book is rather theoritical and difficult to understand. But can have a look of it in
order to get some basic idea of the new trend of film.]
Thursday, October 25, 2007
Bibliography
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