Books on the topic 'Narration – Dans les jeux vidéo'

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1

Zeman, Nicholas B. Storytelling for Interactive Digital Media and Video Games. CRC Press LLC, 2017.

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2

Zeman, Nicholas B. Storytelling for Interactive Digital Media and Video Games. CRC Press LLC, 2017.

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3

Zeman, Nicholas B. Storytelling for Interactive Digital Media and Video Games. Taylor & Francis Group, 2017.

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4

Storytelling for Interactive Digital Media and Video Games. Taylor & Francis Group, 2017.

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5

Perraton, Charles, Magda Fusaro, and Maude Bonenfant, eds. Socialisation et communication dans les jeux vidéo. Presses de l’Université de Montréal, 2011. http://dx.doi.org/10.4000/books.pum.8994.

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6

BOULANGER, Gaëtan. Dans les coulisses des jeux vidéo Harry Potter. PIX N LOVE, 2019.

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7

Marcus and Philippe Kieffer. Nos jeux vidéo 70-90 : De la raquette de Pong au racket dans GTA, l'irrésistible ascension des jeux vidéo. Hors Collection, 2011.

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8

Lacombe, Marc. Nos jeux vidéo 90-2000 : De la raquette de Pong au racket dans GTA, l'irrésistible ascension des jeux vidéo. Hors Collection, 2014.

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9

mp, Matt works. Livre de Coloriage des Jeux VidÉo 01: Vos Personnages de Jeux Vidéo Préférés Dans 30 Illustrations de Haute Qualité Pour Enfants et Adultes. Independently Published, 2020.

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10

Les 1 001 jeux vidéo auxquels il faut avoir joué dans sa vie. FLAMMARION, 2014.

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11

Herte, Michelle. Forms and Functions of Endings in Narrative Digital Games. Taylor & Francis Group, 2020.

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12

Forms and Functions of Endings in Narrative Digital Games. Taylor & Francis Group, 2020.

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13

Gray, Kishonna L. Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins. Taylor & Francis Group, 2014.

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14

Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins. Anderson Publishing Company, 2014.

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15

Gray, Kishonna L. Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins. Taylor & Francis Group, 2016.

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16

Gray, Kishonna L. Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins. Taylor & Francis Group, 2014.

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17

Mortensen, Torill Elvira, Jonas Linderoth, and Ashley M. L. Brown. Dark Side of Game Play. Taylor & Francis Group, 2018.

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18

Mortensen, Torill Elvira, Ashley Ml Brown, and Jonas Linderoth. Dark Side of Game Play: Controversial Issues in Playful Environments. Taylor & Francis Group, 2015.

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19

Mortensen, Torill Elvira, Ashley Ml Brown, and Jonas Linderoth. Dark Side of Game Play: Controversial Issues in Playful Environments. Taylor & Francis Group, 2015.

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20

Dark Side of Game Play: Controversial Issues in Playful Environments. Taylor & Francis Group, 2015.

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21

Dalen, Enitan van. Appliquer Sun Tzu l'art de la Guerre À Fortnite Battle Royale: Comment Mener Votre équipe à la Victoire Dans les Jeux Vidéo Battle-Royale. Independently Published, 2020.

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22

Howard, Jeff. Quests: Design, Theory, and History in Games and Narratives. CRC Press LLC, 2008.

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23

Howard, Jeff. Quests: Design, Theory, and History in Games and Narratives. CRC Press LLC, 2022.

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24

Howard, Jeff. Quests: Design, Theory, and History in Games and Narratives. CRC Press LLC, 2008.

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25

Howard, Jeff. Quests: Design, Theory, and History in Games and Narratives. CRC Press LLC, 2008.

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26

Howard, Jeff. Quests: Design, Theory, and History in Games and Narratives. CRC Press LLC, 2022.

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27

Howard, Jeff. Quests: Design, Theory, and History in Games and Narratives. CRC Press LLC, 2022.

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28

Howard, Jeff. Quests. Taylor & Francis Group, 2022.

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29

Quests. Taylor & Francis Group, 2022.

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30

Quests: Design, Theory, and History in Games and Narratives. Taylor & Francis Group, 2017.

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31

Feminist War Games. Taylor & Francis Group, 2019.

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32

Finley, Toiya Kristen. Narrative Tactics for Mobile and Social Games: Pocket-Sized Storytelling. Taylor & Francis Group, 2018.

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33

Finley, Toiya Kristen. Narrative Tactics for Mobile and Social Games: Pocket-Sized Storytelling. Taylor & Francis Group, 2018.

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34

Finley, Toiya Kristen. Narrative Tactics for Mobile and Social Games: Pocket-Sized Storytelling. Taylor & Francis Group, 2018.

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35

Finley, Toiya Kristen. Narrative Tactics for Mobile and Social Games: Pocket-Sized Storytelling. Taylor & Francis Group, 2018.

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36

Narrative Tactics for Mobile and Social Games: Pocket-Sized Storytelling. Taylor & Francis Group, 2018.

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37

Martin, Charles. Le statut du jeu vidéo en droit international. Teseo, 2020. http://dx.doi.org/10.55778/ts981762948.

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<p>Le jeu vidéo est devenu l’un des médias de divertissement les plus prolifiques de notre époque au tournant du nouveau millénaire. Malgré son importance, la qualification juridique de l’œuvre vidéoludique est ambiguë et un travail reste à faire pour cerner sa nature en droit. La présente étude aborde les interrogations liées aux jeux vidéo sous l’angle du débat commerce – culture en droit international et reconnaît que celui-ci comporte une dimension culturelle au sens de la <i>Conventionde 2005</i>de l’UNESCO. Ces caractéristiques uniques font en sorte que le jeu vidéo est bien plus qu’un simple objet de divertissement et bénéficie du cadre juridique réservé aux produits culturels considérés comme des expressions culturelles au titre de l’instrument de l’UNESCO.Par ailleurs, l’industrie du jeu vidéo, hautement subventionné par les États exportateurs, est confrontée aux règles du système commercial multilatéral de<span>l’OMC</span>. Si les composantes culturelles confèrent un statut particulier au jeu vidéo, cela n’est pasgarant d’un traitement spécifique en droit international économique à l’instar des autres produits culturels dans ce bras de fer opposant commerce et culture. Bien que les règles de l’OMC puissent être un frein au développement national du jeu vidéo, la véritable problématique réside dans la qualification réservée au jeu vidéo entre les notions de bien et de service qui en appellent à deux régimes juridiques distincts.</p>
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38

Devlin, Keith J. Mathematics Education for a New Era: Video Games As a Medium for Learning. CRC Press LLC, 2011.

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39

Devlin, Keith J. Mathematics Education for a New Era. Taylor & Francis Group, 2011.

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40

Devlin, Keith J. Mathematics Education for a New Era: Video Games As a Medium for Learning. CRC Press LLC, 2011.

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41

Mathematics Education for a New Era: Video games as a medium for learning. Natick, MA: A K Peters, Ltd., 2011.

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42

Knight, Choly. Craft Projects for Minecraft and Pixel Art Fans. Fox Chapel Publishing Company, Incorporated, 2014.

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43

Harper, Todd. Culture of Digital Fighting Games: Performance and Practice. Taylor & Francis Group, 2017.

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44

Culture of Digital Fighting Games: Performance and Practice. Taylor & Francis Group, 2013.

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45

Harper, Todd. Culture of Digital Fighting Games: Performance and Practice. Taylor & Francis Group, 2013.

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46

Culture of Digital Fighting Games: Performance and Practice. Routledge, 2013.

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47

Wainwright, Martin. Virtual History. Taylor & Francis Group, 2019.

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48

Virtual History. Taylor & Francis Group, 2019.

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49

Zackariasson, Peter, and Stephen J. Webley. Playful Undead and Video Games. Taylor & Francis Group, 2019.

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50

Zackariasson, Peter, and Stephen J. Webley. Playful Undead and Video Games. Taylor & Francis Group, 2021.

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