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in Projections
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  • 1 University of Gothenburg, Sweden
  • | 2 Arts University Bournemouth, UK
  • | 3 Lincoln University, New Zealand
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Bernard Perron and Felix Schröter, eds., Video Games and the Mind: Essays on Cognition, Affect and Emotion (Jefferson, NC: McFarland, 2016), 224 pp., $39.95 (softcover), ISBN: 9780786499090.

Christopher Holliday, The Computer-Animated Film: Industry, Style and Genre (Edinburgh: Edinburgh University Press, 2018), 272 pp., $39.95 (paperback), ISBN: 9781474427890.

Aubrey Anable, Playing with Feelings: Video Games and Affect (Minneapolis: Minnesota University Press, 2018), 200 pp., $25.00 (paperback), ISBN: 9781517900250, and Christopher Hanson, Game Time: Understanding Temporality in Video Games (Bloomington: Indiana University Press, 2018), 296 pp., $38.00 (paperback), ISBN: 9780253032867.

Contributor Notes

Kata Szita is a Postdoctoral Researcher in film studies with an interest in neurocinematics. She applies neurocinematics to postcinematic spectatorship to investigate spectator behavior in relation to interactive and immersive viewing, such as cinematic virtual reality. Email:

Paul Taberham is Senior Lecturer at the Arts University Bournemouth in the United Kingdom. He is the author of Lessons in Perception: The Avant-Garde Filmmaker as Practical Psychologist (2018) and coeditor of Cognitive Media Theory (2014) and Experimental Animation: From Analogue to Digital (2019). Email:

Grant Tavinor is Senior Lecturer in Philosophy at Lincoln University in New Zealand. His area of research is the aesthetics of video games and virtual reality media. His 2009 book, The Art of Videogames, has been described as a seminal work on video games and art, and he is editor, with Jon Robson, of The Aesthetics of Videogames, the first collection of philosophical papers on the topic. Email:


The Journal for Movies and Mind

  • Buckles, Mary Ann. 1985. “Interactive Fiction: The Computer Storygame ‘Adventure.’” PhD Diss., University of California, San Diego.

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  • Loftus, Geoffrey, and Elizabeth Loftus. 1983. Mind at Play: The Psychology of Video Games. New York: Basic Books.

  • Malone, Thomas W. 1980. What Makes Things Fun to Learn? A Study of Intristically Motivating Computer Games. Palo Alto, CA: Xerox Palo Alto Research Center.

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  • Frasca, Gonzalo. 2003. “Ludologists Love Stories, Too: Notes from a Debate that Never Took Place.” In Level Up: Digital Games Research Conference Proceedings, ed. Marinka Copierand Joost Raessens, 9299. Utrecht: DiGRA.

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  • Tomkins, Sylvan. 1962. Affect Imagery Consciousness: Volume I: The Positive Affects. London: Tavistock.

  • Tomkins, Sylvan. 1963. Affect Imagery Consciousness: Volume II: The Negative Affects. London: Tavistock.


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