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Titlebook: Gaming Film; How Games are Reshap Jasmina Kallay Book 2013 Palgrave Macmillan, a division of Macmillan Publishers Limited 2013 cinema.compu

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Esra Şentürk,Gülsüm Atasoy,Pınar Şanlıbabampting to establish the parameters of these relatively new academic fields and in order to trace the various areas of influence, the ‘reverse’ study of these points of intersection has not been undertaken. Yet now that both gaming and digital media occupy such a cultural stronghold, it is not merely
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Introduction,nema, Warren Buckland finds that ‘in today’s culture dominated by new media, experiences are becoming increasingly ambiguous and fragmented; correspondingly, the stories that attempt to represent those experiences have become opaque and complex’ (2009: 1). With the advent of interactivity, especiall
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Is This a Game or Is This Reality?,nment fixtures. Up until then, the computer was ensconced in the ‘safety’ of science labs, operated and programmed by specialists, and cinematic examples of highly dangerous computers only appeared within comfortingly removed contexts of spaceships (i.e. . and .). However, with its entry into the ho
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