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Titlebook: Video Games and Comedy; Krista Bonello Rutter Giappone,Tomasz Z. Majkowski Book 2022 The Editor(s) (if applicable) and The Author(s), unde

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樓主: fathom
51#
發(fā)表于 2025-3-30 11:54:26 | 只看該作者
On Nintendo’s Visual Humour: Slapstick Cinema and Comic Theatre in slapstick cinema, Japanese theatre and commedia dell’arte, drawing on interviews with game designers as well as oral testimonies from comedians, filmmakers and art historians. In order to interrogate the specificity of visual humour in game environments, and particularly within Nintendo’s imagery,
52#
發(fā)表于 2025-3-30 14:42:19 | 只看該作者
53#
發(fā)表于 2025-3-30 20:26:11 | 只看該作者
The , Space Game: From an April Fools’ Joke to Digital Cultural Heritage epic space flight, trading, combat and empire building title that was more than a game, rather a way of life. In reality, the game did not exist at all, but the April Fools’ joke was taken seriously by many readers. In this chapter we analyse the cultural and historical context of the prank, its pl
54#
發(fā)表于 2025-3-30 23:50:39 | 只看該作者
55#
發(fā)表于 2025-3-31 02:38:37 | 只看該作者
“Sorry, You , Won”: Satirical French Digital Games Responding to National Sociopolitical Crisis (198ce. Drawing upon Bohdan Dziemidok’s notion of satire in literature and using Astrid Ensslin’s functional ludostylistic theoretical framework, the author analyses three games: ., . and .. These titles represent a satirical approach: cruel, bitter, and pessimistic. Whereas . focuses on existential asp
56#
發(fā)表于 2025-3-31 08:30:32 | 只看該作者
57#
發(fā)表于 2025-3-31 10:50:19 | 只看該作者
Ridiculing the Player: Live-Action Visualisations of Game Experience in YouTube Parody Videos as an address the inherent potential for ridicule generated by the act of playing games. Simultaneously, the presented analysis explores the specificity of the said strategy and indicates the possibility of its shifting from a product of self-reflection to a tool for predetermining the player’s identity.
58#
發(fā)表于 2025-3-31 14:12:31 | 只看該作者
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