Book Reviews

Journal
Journal of Business and Technical Communication
Published
2004-04-01
DOI
10.1177/1050651904182009
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References (25)

  1. Aarseth, E. (1997). Cybertext: Perspectives on ergodic literature. Baltimore: Johns Hopkins University Press.
  2. Arnheim, R. (1957). Film as art. Berkeley: University of California Press.
  3. Arnheim, R. (1969). Visual thinking. Berkeley: University of California Press.
  4. Barthes, R. (1982). Camera lucida: Reflections on photography. New York: Vintage.
  5. Berger, J. (1973). Ways of seeing. New York: Viking.
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  1. Blank, M. & Lebling, D. (1986). Zork trilogy [Computer software]. Cambridge, MA: Infocom.
  2. Bolter, J. (1991). Writing space: The computer, hypertext, and the history of writing. Hillsdale, NJ: Lawrenc…
  3. Buckles, M. A. (1985). Interactive fiction: The storygame “Adventure.” …
  4. Cassell, J. & Jenkins, H. (1998). From Barbie to mortal kombat: Gender and computer games. Cambridge, MA: MIT…
  5. Crowther, W. & Woods, D. (1976). Adventure [Computer software]. Retrieved October 30, 2003, from Interactive …
  6. Joyce, M. (1990). Afternoon: A story. Cambridge, MA: Eastgate Systems.
  7. Kent, S. L. (2001). The ultimate history of video games. New York: Random House.
  8. King, L. (Ed.).(2002). Game on: The history and culture of videogames. New York: Universe.
  9. Laurel, B. K. (1991). Computers as theatre. Reading, MA: Addison-Wesley.
  10. Ludology.org. Retrieved October 30, 2003, from http://ludology.org
  11. Miles, D. (1996). The CD ROM novel Myst and McLuhan’s fourth law of media. Journal of Communication, 46, 4-18.
  12. Mitchell, W. J. T. (1980). The language of images. Chicago: University of Chicago Press.
  13. Montfort, N. (2003). Twisty little passages: An approach to interactive fiction. Cambridge, MA: MIT Press.
  14. Poole, S. (2000). Trigger happy: Videogames and the entertainment revolution. New York: Arcade.
  15. Sellers, J. (2001). Arcade fever: The fan’s guide to the golden age of video games. Philadelphia: Running Press.
  16. Sloane, S. J. (1991). Interactive fiction: Virtual realities, and the reading-writing r…
  17. Sloane, S. J. (2000). Digital fictions: Storytelling in a material world. Norwood, NJ: Ablex.
  18. Tufte, E. R. (1990). Envisioning information. Cheshire, CT: Graphics Press.
  19. Wolf, M. (Ed.). (2001). The medium of the video game. Austin: University of Texas Press.
  20. Worth, S. (1981). Studying visual communication. Philadelphia: University of Pennsylvania Press.