Interaction and expressivity in video games: Harnessing the rhetoric of film

3Citations
Citations of this article
32Readers
Mendeley users who have this article in their library.
Get full text

Abstract

The film-maker uses the camera and editing creatively, not simply to present the action of the film but also to set up a particular relation between the action and the viewer. In 3D video games with action controlled by the player, the pseudo camera is usually less creatively controlled and has less effect on the player's appreciation of and engagement with the game. This paper discusses methods of controlling games by easy and intuitive interfaces and use of an automated virtual camera to increase the appeal of games for users. © Springer-Verlag 2004.

Cite

CITATION STYLE

APA

Cozic, L., Davis, S. B., & Jones, H. (2004). Interaction and expressivity in video games: Harnessing the rhetoric of film. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 3105, 232–239. https://doi.org/10.1007/978-3-540-27797-2_30

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free