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The Chinese Room
A Theoretical Framework of Ludic Knowledge: a Case Study in Disruption and Cognitive Engagement Peter Howell University of Portsmouth
Annual Report & Accounts 2020
SUMO FINAL RESULTS 2020 Sumo Group, T
Worldbuilding Voices in the Soundscapes of Role-Playing Video Games
Impact Case Study (Ref3b) Institution: University of Portsmouth
'Little Orpheus' from the Chinese Room Launches Today On
Anthropomorphic Machines: Alien Sensation and Experience in Nonhumans Created to Be Like Us
(In) What Remains of Edith Finch
30 September 2020 SUMO GROUP PLC (“Sumo Group”, the “Group” Or the “Company”) AIM: SUMO UNAUDITED HALF YEAR RESULTS
Subtle and Challenging Gaze-Based Player Guidance in Exploration Games
Ludic Dysnarrativa: How Can Fictional Inconsistency in Games Be Reduced? by Rory Keir Summerley a Thesis Submitted in Partial F
Press Start Journal
A Machine for Pigs
Trauma in Games: Narrativizing Denied Agency, Ludonarrative Dissonance and Empathy Play
Lifting the Lid on Video Games
Diegesis and Interactional Metalepsis in Pony Island and Doki Doki Literature Club Christopher Barkman
Chapter Two: a Novel Analysis of Narrative Videogames
Press Start the Ambience Action Game
Top View
Artists-Game-Mods Brin
How Video Games Represent Attachment, Loss, and Grief
From Dear Esther to Inchcolm Project
Videogames and the Museum