Gaming and graphics: computer games, not computer movies
ACM SIGGRAPH Computer Graphics
Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
A qualitative exploration of entertainment experiences
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
Presence: Teleoperators and Virtual Environments
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After offering reasons why film can offer insights into computer entertainment and reviewing the concept of ‘schemas', the results of a qualitative investigation of viewer's talk about a short film, Ice Cream Dream, are reported, related to genre, character relationships, use of props, schematic sequences, locations and sound. This material is extended and deepened by drawing on an ongoing cognitive analysis of another short film, The Wrong Trousers.