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.
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: email@example.com
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: firstname.lastname@example.org
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: email@example.com
Frasca, Gonzalo. 2003. “Ludologists Love Stories, Too: Notes from a Debate that Never Took Place.” In Level Up: Digital Games Research Conference Proceedings, ed. MarinkaCopierand JoostRaessens, 92–99. Utrecht: DiGRA.
Frasca, Gonzalo. 2003. “Ludologists Love Stories, Too: Notes from a Debate that Never Took Place.” In Level Up: Digital Games Research Conference Proceedings, ed. MarinkaCopierand JoostRaessens, 92–99. Utrecht: DiGRA.)| false