02808nam 2200721 450 991026060470332120200520144314.01-283-42081-397866134208170-262-30267-5(CKB)2550000000073590(EBL)3339347(SSID)ssj0000551274(PQKBManifestationID)11349887(PQKBTitleCode)TC0000551274(PQKBWorkID)10525387(PQKB)11197155(MiAaPQ)EBC3339347(CaBNVSL)mat06267550(IDAMS)0b000064818b45ae(IEEE)6267550(Au-PeEL)EBL3339347(CaPaEBR)ebr10519786(CaONFJC)MIL342081(OCoLC)939263809(EXLCZ)99255000000007359020151223d2012 uy engur|n|---|||||txtccrExpressive processing digital fictions, computer games, and software studies /Noah Wardrip-FruinCambridge, Massachusetts :MIT Press,c2009.[Piscataqay, New Jersey] :IEEE Xplore,[2012]1 online resource (500 p.)Software studiesDescription based upon print version of record.0-262-01343-6 Includes bibliographical references and index.Introduction -- The Eliza effect -- Computer game fictions -- Making models -- The tale-spin effect -- Character and author intelligence -- Authoring systems -- The SimCity effect -- Playable language and nonsimulative processes -- Conclusion -- Afterword."Most books on digital media focus on what the machines of digital media look like from the outside but ignore the computational machines that make digital media possible. With this book, the first to approach computational processes from the perspective of media, games, and fiction, Wardrip-Fruin examines both the outside and the inside of digital media's machines."--BOOK JACKET.Software studiesInteractive multimediaSocial aspectsComputer gamesSocial aspectsDigital mediaDigital computer simulationElectronic books.AC-SUB.Multi-User.Interactive multimediaSocial aspects.Computer gamesSocial aspects.Digital media.Digital computer simulation.006.7Wardrip-Fruin Noah622069CaBNVSLCaBNVSLCaBNVSLBOOK9910260604703321Expressive processing2158043UNINA