Bibliografia

Este é um work-in-progress eterno: minha bibliografia de pesquisa, ainda sendo melhor organizada e, claro, sempre, sempre, sempre em crescimento. Falta adicionar muita coisa, muitas obras sem link podem ser encontradas na internet, recomendo “googlá-las”, mas estou adicionando as que já achei*. Na dúvida, usem as ferramentas de busca do próprio browser ou do blog (CTRL + F). E bom proveito.

* Eu me dou o trabalho de linkar aqui sobretudo publicações estrangeiras que a maior parte dos meus alunos não teria como comprar. Mas é sempre bom lembrar, meninos e meninas, que, havendo a possibilidade, o livro de papel é a melhor alternativa.
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Aarseth, Espen J. Cybertext: Perspectives on Ergodic Literature. The Johns Hopkins University Press, 1997.

Aarseth, Espen J. “Quest Games as Post-Narrative Discoruse.” In Narrative across Media: the Languages of Storytelling, edited by Marie-Laure Ryan, 361-376. Lincoln, London: University of Nebraska Press, 2004.

Alexander, Leigh. “Hideo Kojima interview from Videogames Impact Report.” Games. The Cut Scene – Video Game Blog by Variety: , July 28, 2008. http://weblogs.variety.com/the_cut_scene/2008/07/hideo-kojima-in.html.

“Analyze That: Spore Like DRM Doesn’t Limit Piracy – Electronic Arts needs to learn to count – Softpedia.” http://news.softpedia.com/news/Analyze-That-Spore-Like-DRM-Doesn-039-t-Limit-Piracy-93510.shtml.

Aristotle. Poetica. Translated by Domenico Pesce. 2nd ed. Milano: Bompiani Testi a fronte, 2004.

Aristotle. Poetics. Translated by Malcolm Heath. London: Penguin, 1996.

Aumont, Jacques. Montage Eisenstein. Translated by Lee Hildreth, Constance Penley, and Andrew Ross. Bloomington, Indianapolis, London: Indiana University Press, BFI Publishing, 1987.

Bellour, Raymond. Entre-Imagens: Foto, Cinema, Video. Campo imagético. Campinas,SP: Papirus, 1997.

Bettetini, Gianfranco. “Por un establecimiento semio-pragmático del concepto de simulación.” In Videoculturas de fin de siglo, edited by Giovanni Anceschi, Jean Baudrillard, and Giovanni Bechelloni, 67-98. Madri: Cátedra, 1989.

“Black & White 2 FAQ.” Planet Black & White. http://www.planetblackandwhite.com/blackandwhite2/faq/#creature7.

Blumberg, B. “Old Tricks, New Dogs: Ethology and Interactive Creatures.” MIT, 1996.

Bogost, Ian. Persuasive Games: The Expressive Power of Videogames. Cambridge, MA; London, England.: The MIT Press, 2007.

Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA; London, England.: The MIT Press, 2006.

Bordwell, David. “O cinema clássico hollywoodiano: normas e princípios narrativos.” In Teoria Contemporânea do Cinema: documentário e narratividade ficcional, II:277-301. São Paulo: SENAC , 2005.

Bordwell, David, Janet Staige, and Kristin Thompson. The Classical Hollywood Cinema. 1st ed. New York, London: Routledge, 1998.

Bordwell, David, Janet Staiger, and Kristin Thompson. The Classical Hollywood Cinema: Film Style & Mode of Production to 1960. Columbia University Press, 1985.

Bragança, Felipe. “Cinema brasileiro para quem? Parte 3: Um pequeno desvio de conduta.” Revista Cinética, s/d . http://www.revistacinetica.com.br/brasilpraquem3.htm.

Bragança, Felipe. “Filmar, hoje, um corpo (em alguns atos).” Revista Cinética. http://www.revistacinetica.com.br/filmarumcorpo.htm.

Brooks, Rodney A. 2000. “Intelligence without representation.” Pp. 395-420 in Mind Design II Philosophy: Psychology, Artificial Intelligence, A Bradford book. Cambridge: The MIT Press. (versão do artigo)

Burke, Robert. “It’s about Time: Temporal Representations for Synthetic
Characters.” M.S., MassMachusetts Institute of Technology , 2001. http://alumni.media.mit.edu/~solan/burke_ms.pdf.

Burnett, Ron. How Images Think. New Ed. The MIT Press, 2005.

Caillois, Roger. Os Jogos e os Homens: a Máscara e a Vertigem. Lisboa: Cotovia, 1990.

Calvino, Italo. Por que ler os clássicos. Sao Paulo: Cia. das Letras, 2002.

Carter, Kevin. “Living Worlds: The Ecology of Game Design.” Portal de games. Gamasutra, May 8, 2007. http://www.gamasutra.com/features/20070508/carter_pfv.htm.

de Carvalho, Felipe Gomes. “Comportamento em Grupo de Personagens do Tipo
Black&White.” Mestrado, PUC-RJ, 2004.

de Castell, Suzanne, and Jenson, eds. Worlds in Play: International Perspectives on Dgital Games Research. Vol. 21. New LIteracies and Digital Epistemologies. New York, Berlin: Peter Lang, 2007.

Cazzo, Postado Por Le. “Gadamer e o Jogo 1 (preliminares – penumbrazinha, bolerinho – para um artigo sobre Jogos Eletrônicos).” Que cazzo é esse?!!, Segunda-feira, de Abril de 20, 2009. http://quecazzo.blogspot.com/2009/04/gadamer-e-o-jogo-1-preliminares.html.

“Cinética.” http://www.revistacinetica.com.br/entrevistajia.htm.

Clark, Andy. Being There: Putting Brain, Body, and World Together Again. Reprint. The MIT Press, 1998.

Clayton, Philip. Mind & Emergence: from quantum t consciousness. Oxford: Oxford University , 2004.

Costa, Flavia Cesarino. O Primeiro Cinema Espetaculo, Narracao, Domesticacao. 1st ed. Classica. Sao Paulo: Scritta, 1995.

Crary, Jonathan. Techniques of the Observer: On Vision and Modernity in the 19th Century. Cambridge, MA; London, England.: MIT, 1992.

Creatures Demo – With Commentary. http://www.youtube.com/watch?v=AHBNbcDpjeU&eurl=http://aigamedev.com/videos/evolving-virtual-creatures.

Cuzziol, Marcos. “Games 3D: aspectos de desenvolvimento.” Mestrado, USP, 2007.

Darley, Andrew. Cultura Visual Digital: Espectaculo Y Nuevos Generos En Los Medios De Comunicacion. Tra. Ediciones Paidos Iberica, 2000.

Deuber-Mankowsky, Astrid. Lara Croft: cyber heroin. Translated by Dominic J. Bonfiglio. Vol. 14. Electronics Mediation. Minneapolis, MN: University of Minnesota, 2005.

“DiGRA Digital Library.” http://www.digra.org/dl/display_html?chid=http://www.digra.org/dl/db/06276.21047.pdf.

Donald, Merlin. A Mind So Rare: The Evolution of Human Consciousness. Reprint. W. W. Norton & Company, 2002.

Dubois, Philippe. Cinema, Video, Godard. Translated by Mateus Araujo Silva. Coleção cinema, teatro e modernidade. Sao Paulo: Cosac Naify, 2004.

Eco, Umberto. Obra Aberta: Forma e Indeterminação nas Poéticas Contemporêneas. 9th ed. Colecao debates. Sao Paulo: Perspectiva, 2003.

—. Seis Passeios Pelos Bosques Da Ficção. São Paulo: Companhia das Letras, 1994.

Eduardo, Cleber. “Novos desafios.” Revista de cinema. Cinética, September 2007. http://www.revistacinetica.com.br/paranoidparkcleber.htm.

Eisenstein, Sergei. A Forma Do Filme. Rio de Janeiro: Jorge Zahar, 2002.

Eisenstein, Sergei. O Sentido Do Filme. Rio de Janeiro: Jorge Zahar, 2002.

Electronic Arts. Tomb Raider 2, 1999.

Emmeche, Claus. “A-life, organism and body: the semiotics of emergent levels.” In Advanced Issues on Cognitive Science and Semiotics, edited by Priscila Farias and João Queiroz, 5-18. Aachen: Shaker Verlag, 2006.

Emmeche, Claus. “Does a robot have an Umwelt.” Semiotica 134, no. 1/4 (2001): 653-693.

Emmeche, Claus. “Modeling life: a note on the semiotics of emergence and computation in artificial and natural living systems.” In The Semiotic Web 1991: Biosemiotics, edited by Thomas A. Sebeok and Jean Umiker-Sebeok. Approaches to Semiotics. Berlin, New York: Mouton de Gruyter, 1992.

Eskelinen, Markku. “The Gaming Situation.” Game Studies: the International Journal of Computer Game Research 1, no. 1 (July 2001). http://www.gamestudies.org/0101/eskelinen/.

Eskelinen, Markku, and Ragnhild Tronstad. “Video Games and Configurative Performances.” In The Video Game Theory Reader, edited by Mark J. P. Wolf and Bernard Perron, 195-220. New York, London: Routledge, 2003.

Evans, Richard. “AI in Games: From Black & White to Infinity and Beyond.” Game Development. Game AI, 2001. http://www.gameai.com/blackandwhite.html.

“Evolved Virtual Creatures.” http://www.karlsims.com/evolved-virtual-creatures.html.

Fahey, Rob. “Bungie talks AI and animation .” Games. Eurogamer, July 31, 2008. http://www.eurogamer.net/article.php?article_id=203161.

Favareau, Donald. “Beyond self and other: On the neurosemiotic emergence of intersubjectivity.” Sign Systems Studies 30, no. 1 (2002): 57-100.

Feldman, Ilana. 2007. Reality show: um dispositivo biopolítico. Estéticas da Biopolítica: audiovisual, política e novas tecnologias. http://www.revistacinetica.com.br/cep/ilana_feldman.htm#_ftnref36.

Field, Syd. Screenplay: the foundations of screenwriting. 3rd ed. New York: Dell Trade, 1984.

Flusser, Vilem. Filosofia da Caixa Preta: Ensaios para uma futura filosofia da fotografia. Coleção conexões. Rio de Janeiro: Relume Dumará, 2002.

Franklin, Stan, and Art Graesser. “Is it an Agent, or just a Program?: a Taxonomy for Autonomous Agents.” Budapest: Springer-Verlag, 1996. http://www.msci.memphis.edu/~franklin/AgentProg.html.

Frasca, Gonzalo. “Ludology meets narratology: similitude and differences between (video)games and narrative..” Parnasso 1, no. 3 (1999). http://www.ludology.org/articles/ludology.htm.

Frasca, Gonzalo. “Serious Games Source: ‘Playing with Fire: Serious Hype, Serious Opportunities’.” Serious Games Source, 2006. http://seriousgamessource.com/features/feature_092906_hype.php.

Frasca, Gonzalo. “Simulation versus Narrative: Introduction to Ludology.” In The Video Game Theory Reader, edited by Mark J. P. Wolf and Bernard Perron. New York, London: Routledge, 2005.

Frasca, Gonzalo.. “Videogames of the Oppressed: Videogames as a Means for Critical Thinking and Debate.” Master’s, Georgia Institute of Technology, 2001. http://www.ludology.org.

Friedman, Ted. “Civilization and Its Discontents: Simulation, Subjectivity, and Space,” s/d . http://www.duke.edu/~tlove/civ.htm.

Friedman, Ted. “Making Sense of Software: Computer Games and Interactive Textuality,” 1995. 

Fritz, Ben. “Narrative sophistication vs. open world in Grand Theft Auto IV.” The Cut Scene – Video Game Blog by Variety, May 2, 2008. http://weblogs.variety.com/the_cut_scene/2008/05/given-the-natur.html.

Frome, Jonathan. “Eight Ways Videogames Generate Emotion.” In , edited by Baba Akira, 831-835. Tokyo: The University of Tokyo, 2007. http://www.digra.org/dl/display_html?chid=07311.25139.pdf.

Gadamer, Hans-Georg. Verdade e Método: Traços Fundamentais de Uma Hermenêutica Filosófica. 4th ed. Pensamento humano 16. Petropolis, RJ: Vozes, 2002.

Galloway, Alexander R. Gaming: Essays On Algorithmic Culture. 1st ed. Univ Of Minnesota Press, 2006.

“Gamasutra – Features – Peter Molyneux: The Essence of Interaction.” http://www.gamasutra.com/view/feature/4011/peter_molyneux_the_essence_of_.php?print=1.

“Gamasutra – Features – Peter Molyneux: The Essence of Interaction.” Games. Gamasutra. http://www.gamasutra.com/view/feature/4011/peter_molyneux_the_essence_of_.php.

Gibson, James J. The Ecological Approach to Visual Perception. Hillsdale, NJ: Lawrence Erlbaum Associates, 1986.

Goifman, Kiko. 33 Filme, 2004.

Goldspink, Chris, and Robert Kay. “Cognitive capabilities and Orders of Emergence: critical thresholds relevant to the simulation of social behaviours.” In , 6:21-29. University of Aberdeen: The Society for the Study of Artificial Intelligence and Simulation of Behaviour , 2008. www.aisb.org.uk/convention/aisb08/proc/proceedings/06%20Agent%20Emergence/04.pdf .

Gomes, Renata. “Vivendo o Jogo: A Construção do Espaço-Tempo nos Games.” In I Congresso Internacional de Estéticas Tecnológicas, edited by Priscila Arantes and Lucia Santaella. São Paulo.

Gomes, Renata Correia Lima Ferreira. “Imersão E Participação: Mecanismos Narrativos Nos Jogos Eletrônicos.” M.A., PUC/SP, 2003.

—. “Narrativas audiovisuais contemporâneas: um diálogo entre game e cinema” presented at the Debates Incalculáveis-Escola de Audiovisual de Fortaleza, Casa Amarela/UFC/Fortaleza, August 27, 2007.

—. “O design da narrativa como simulação imersiva.” In Livro da XIV Compós – 2005: Narrativas Midiáticas Contemporâneas, edited by André Lemos, Christa Berger, and Marialva Barbosa, 69-81. Porto Alegre: Sulina, 2006.

—. “The design of narrative as an immersive simulation.” Vancouver, CA, 2005.

—. “Vivendo o Jogo: A Construção do Espaço-Tempo nos games.” São Paulo, 2006. http://www.pucsp.br/pos/cos/estec/.

Grodal, Torben. “Stories for Eye, Ear and Muscles.” In The Video Game Theory Reader, 129-155. New York, London: Routledge, 2003.

Haber, Honi Fern, and Gail Weiss, eds. Perspectives on Embodiment the Intersections of Nature and Culture. New York: Routledge, 1999.

Harris, John. “Gamasutra – Game Design Essentials: 20 Open World Games.” Portal de games. Gamasutra, September 27, 2007. http://www.gamasutra.com/view/feature/1902/game_design_essentials_20_open_.php.

Haselager, W. (Pim) F.G. “Form, function and the matter of experience.” Library. University of Toronto Libraries. http://www.library.utoronto.ca/see/SEED/Vol3-3/Haselager.htm.

Haugeland, John, ed. Mind Design II Philosophy: Psychology, Artificial Intelligence. 2nd ed. A Bradford book. Cambridge: The MIT Press, 2000.

Haugeland, John. “What is Mind Design?.” In Mind Design II Philosophy: Psychology, Artificial Intelligence, 476. Cambridge: The MIT Press, 2000.

Hayles, N. Katherine. How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics. University Of Chicago Press, 1999.

—. My Mother was a Computer: Digital Subjects and Literary Texts. Chicago: University Of Chicago Press, 2005.

Hayward, David. “Uncanny AI: Artificial Intelligence In The Uncanny Valley.” Portal de games. Gamasutra. http://www.gamasutra.com/view/feature/1436/uncanny_ai_artificial_.php.

Heath, Malcolm. “Introduction to Aristotle’s Poetics.” In Poetics, edited by Aristotle, vii-lxxii. London: Penguin, 1996.

Herman, David. 2009. Basic Elements of Narrative. Oxford: Wiley-Blackwell.

—. Narrative Theory and the Cognitive Sciences. New Ed. Center for the Study of Language and Inf, 2003.

Hochberg, Bill. “Guitar Hero, Rock Band and the Rock ‘n’ Roll Money Machine.” Technology and Culture. Wired Magazine, August 2, 2008. http://www.wired.com/entertainment/music/news/2008/08/soundalikes?currentPage=all.

Hoffmeyer, Jesper. Signs of Meaning in the Universe. Advances in semiotics. Indianapolis: Indiana University Press, 1996.

Holland, John H. Emergence: From Chaos to Order. Perseus Books Group, 1999.

Isla, D., and B. Blumberg. “New Challenges for Character-based AI for Games.” Palo Alto, CA, 2002.

J. Champandard, Alex. “Evolving Virtual Creatures: The Definitive Guide.” Game Development. AiGameDev.com, February 22, 2008. http://aigamedev.com/videos/evolving-virtual-creatures.

—. “NaturalMotion’s euphoria Technology: The Honeymoon is Over .” Game Development. AiGameDev.com, March 14, 2008. http://aigamedev.com/editorial/naturalmotion-euphoria.

Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York University Press, 2006.

—. “Game Design as Narrative Architecture.” In First Person: New Media as Story, Performace and Game, edited by Noah Wardrip-Fruin and Pat Harrigan. Cambridge, MA; London, England.: MIT, 2004. http://web.mit.edu/cms/People/henry3/games&narrative.html.

Johnson, Steve. Emergência: : a dinâmica de rede em formigas, cérebros, cidades e softwares . 1st ed. Rio de Janeiro: Jorge Zahar, 2003.

Juul, Jesper. Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge, MA; London, England.: The MIT Press, 2005.

Keen, Suzanne. “A Theory of Narrative Empathy.” Narrative 14, no. 3 (October 2006): 207-236.

Kelly, Kevin. “God Games.” In Out of Control: the new biology of machines. http://www.kk.org/outofcontrol/.

Kent, Steven L. The Ultimate History of Video Games: From Pong to Pokemon–The Story Behind the Craze That Touched Our Lives and Changed the World. 1st ed. Three Rivers Press, 2001.

Kiarostami, Abbas. Dez. Video, 2002.

King, Geoff, and Tanya Krzywinska. Tomb Raiders and Space Invaders: Videogame Forms and Contexts. I. B. Tauris, 2006.

Klevjer, Rune. “What is the Avatar?: Fiction and Embodiment in Avatar-Based Singleplayer Computer Games.” University of Bergen, Noruega, 2006. http://uib.no/people/smkrk/docs/RuneKlevjer_What%20is%20the%20Avatar_finalprint.pdf.

Kline, C. “Observation-based Expectation Generation and Response for Behavior-based Artificial Creatures.” MIT, 1999.

Kohler, Chris. “Metal Gear Solid 4 and the Marriage of Movies and Games.” Technology and Culture. Wired Magazine, June 17, 2008. http://blog.wired.com/games/2008/06/metal-gear-stor.html#more.

Kull, Kalevi. “Jakob von Uexküll: An introduction.” Semiotica 2001, no. 134 (July 16, 2008): 1-59.

Lakoff, George. Metaforas Da Vida Cotidiana. As faces da linguistica aplicada. Sao Paulo: EDUC, 2002. (versão em inglês)

Lankoski, Petri, and Staffan Björk. “Gameplay Design Patterns for Believable Non-Player Characters.” In , 416-423. Tokyo: The University of Tokyo, 2007. http://www.digra.org/dl/display_html?chid=07315.46085.pdf.

Laurel, Brenda. Computers as Theatre. Addison-Wesley Professional, 1993.

Leslie, Kenneth R. , Scott H. Johnson-Frey, and Scott T. Grafton. “Functional imaging of face and hand imitation: towards a motor theory of empathy.” NeuroImage, no. 21 (2004): 601-607.

de Lima, Manoel Ricardo. Letter. “Marca da diferença em Amós Oz,” August 19, 2007.

Lins, Consuelo, and Cláudia Mesquita. 2008. Filmar o real: sobre o documentário brasileiro contemporâneo. Rio de Janeiro: Zahar.

Lins, Consuelo, and Cláudia Mesquita. 2008. Filmar o real: sobre o documentário brasileiro contemporâneo. Rio de Janeiro: Zahar.

Loyall, A. Bryan. “Believable Agents: Building Interactive Personalities.” Ph.D., Carnegie Mellon University, 1997. http://www.cs.cmu.edu/afs/cs/project/oz/web/papers.html.

Machado, Arlindo. A Arte Do Vídeo. 3rd ed. Comunicacao & informatica. São Paulo: Brasiliense, 1995.

—. A Televisão Levada a Sério. 3rd ed. São Paulo: SENAC , 2000.

—. Arte e Mídia. Arte +. Rio de Janeiro: Zahar, 2007.

—. El paisage mediático: sobre el desafío de las poéticas tecnológicas. Buenos Aires: Libros del Rojas; Universidad de Buenos Aires, 2000.

—. O Quarto Iconoclasmo e Outros Ensaios Hereges. Colecao N-Imagem. Rio de Janeiro: Contra Capa, 2001.

—. O sujeito na tela: modos de enunciação no cinema e no ciberespaço. São Paulo: Paulus, 2007.

—. Pre-cinemas & Pos-cinemas. Colecao campo imagetico. Campinas, SP: Papirus, 1997.

Manovich, Lev. The language of New Media. Cambridge, MA; London, England.: MIT, 2001.

Maran, Timo. “ Mimesis as a phenomenon of semiotic communication.” Sign Systems Studies 31, no. 1 (2003): 191-215.

Marks, Justin. “GameSetWatch – Opinion: Is Gameplay As Narrative The Answer?.” GameSetWatch, June 3, 2008. http://www.gamesetwatch.com/2008/06/opinion_marks.php.

Martin, Marcel. A linguagem cinematográfica. São Paulo: Brasiliense, 2007.

Mateas, Michael. “An Oz-Centric Review of Interactive Drama and Believable Agents.” Carnegie Mellon University , Pittsburg, June 1997. http://www.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/papers/CMU-CS-97-156.html#serious_character.

—. “Expressive AI: a hybrid art and science practice.” Leonardo: Journal of the International Society for Arts, Sciences, and Technology 34, no. 2 (2001): 147-153.

Maturana, H.R., and F.J. Varela. Autopoiesis and Cognition: The Realization of the Living. 1st ed. Springer, 1991.

Maturana, Humberto R., and Bernhard Poerksen. From Being to Doing: The Origins of the Biology of Cognition. Zeig, Tucker & Theisen, Inc., 2004.

Mecchi, Leonardo. “Cinema brasileiro para quem? Parte 1: O documentário e o público.” Revista Cinética, s/d . http://www.revistacinetica.com.br/brasilpraquem1.htm.

Mecchi, Leonardo, and Eduardo Valente. “Cinema brasileiro para quem? Parte 2: Leis da selva.” Revista Cinética, s/d . http://www.revistacinetica.com.br/brasilpraquem2.htm.

Migliorin, Cezar. Eu Sou Aquele Que Está de Saída: dispositivo, experiência e biopolítica no documentário contemporâneo. Por: Cezar Ávila Migliorin. Eco.UFRJ_2008.

—. “O dispositivo como estratégia narrativa.” In Livro da XIV Compós – 2005: Narrativas Midiáticas Contemporâneas, edited by André Lemos, Christa Berger, and Marialva Barbosa, 82-94. Porto Alegre: Sulina, 2006.

—. “Tropa de Elite e a crise da propriedade imaterial.” Revista Cinética, s/d . http://www.revistacinetica.com.br/tropapirata.htm.

Moreira, Roberto. “Deus Contra Todos.” ECA-USP, 2002.

Morrison, India, and Tom Ziemke. “Empathy with Computer Game Characters: A Cognitive Neuroscience Perspective.” In , 73-79. Hatfield, UK: AISB, 2005.

Morson, Gary Saul. Mikhail Bakhtin Creation of a Prosaics. Stanford: Stanford University Press, 1997.

Munster, Anna. Materializing New Media: Embodiment in Information Aesthetics. Dartmouth College Press, 2006.

Murray, Janet H. “Games as Joint Attentional Scenes.” In Worlds in Play: International Perspectives on Digital Games Research. New LIteracies and Digital Epistemologies. New York, Berlin: Peter Lang, 2007.

—. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. The MIT Press, 2000.

—. “The Last Word on Ludology v Narratology in Game Studies” presented at the DiGRA 2005 Conference of the Digital Games Research Association, Vancouver, CA, June 17, 2005. http://www.lcc.gatech.edu/%7Emurray/digra05/lastword.pdf.

Murray, Janet Horowitz. Hamlet No Holodeck O Futuro Da Narrativa No Ciberespaco. Sao Paulo: UNESP, 2003.

Nichols, Bill. Introdução Ao Documentário. Coleção campo imagético. Campinas, SP: Papirus, 2005. (versão em inglês)

Nogueira, Luís. Narrativas fílmicas e videojogos. Estudos em Comunicação. Covilhã: LabCom, 2008. http://www.labcom.ubi.pt/livroslabcom/.

Nöth, Winfried. “Ecosemiotics.” Sign Systems Studies 26 (1998): 332-343.

Oatley, Keith, and Raymond A. Mar. “Evolutionary pre-adaptation and the idea of character in fiction.” Journal of Cultural and Evolutionary Psychology 3, no. 2 (2005): 181-19611.

Ocampo, Jason. “GameSpot: Black & White 2 Hands-On–Discovering a Whole New Black & White.” Games. Gamespot, September 6, 2005. http://www.gamespot.com/pc/strategy/blackwhite2/news.html?sid=6132585&mode=previews&print=1.

—. “Star Wars: The Force Unleashed Updated Impressions – Gameplay, Graphics, Story.” Games. GameSpot, January 25, 2008. http://www.gamespot.com/ps3/action/starwars2007/news.html?sid=6185151&print=1.
Oliver, Julian Holland. “Polygon Destinies: The Production of Place in the Digital Role-Playing Game.” Amsterdam, 2001. http://www.cosignconference.org/downloads/papers/oliver_cosign_2001.pdf.

Ong, Walter J. Oralidade E Cultura Escrita a Tecnologizacao Da Palavra. Campinas,SP: Papirus, 1998.

—. Orality and Literacy the Technologizing of the Word. New accents. London: Methuen, 1982. (Pdf de outra edição do livro)

Parry, Adam. The Making of Homeric Verse: The Collected Papers of Milman Parry. Oxford University Press, USA, 1987.

Pearce, Celia. “Theory Wars: An Argument Against Arguments in the so-called Ludology/Narratology Debate.” In , edited by de Castell Suzanne and Jenson Jennifer, 6. Vancouver: University of Vancouver, 2005. http://www.digra.org/dl/display_html?chid=06278.03452.pdf.

Prigogine, Ilya. O Fim Das Certezas: Tempo, Caos e as Leis da Natureza. Biblioteca basica. Sao Paulo: UNESP, 1996.

Propp, Vladimir Iakovlevitch. Morfologia Do Conto Maravilhoso. 1st ed., 1984.

Queiroz, João, and Floyd Merrel. “Semiosis and pragmatism: Toward a dynamic concept of meaning.” Sign Systems Studies 34, no. 1 (2006): 37-65.

Ralph, Nate. “Opinion: Yahtzee, Oblivion, and Choosing Our Own Adventures.” Game Life Wired Blog, June 5, 2008. http://blog.wired.com/games/2008/06/opinion-choose.html.

Ramos, Fernão Pessoa, ed. Teoria Contemporânea do Cinema: documentário e narratividade ficcional. São Paulo: SENAC , 2005.

Ramsay, Randolph . “Star Wars: The Force Unleashed Updated Impressions.” Games. GameSpot, May 16, 2008. http://www.gamespot.com/ps3/action/starwars2007/news.html?sid=6191079&mode=previews&print=1.

Remo, Chris, and Brandon Sheffield. “Redefining Game Narrative: Ubisoft’s Patrick Redding On Far Cry 2.” Games. Gamasutra, July 18, 2008. http://www.gamasutra.com/view/feature/3727/redefining_game_narrative_.php?print=1.

Rizzolatti, Giacomo, Luciano Fadiga, Vittorio Gallese, and Leonardo Fogassi. “Premotor cortex and the recognition of motor actions.” Cognitive Brain Research 2, no. 3. Mental representations of motor acts (March 1996): 131-141.
Robinett, Warren. Adventure, 1979.

Roubine, Jean-Jacques. Introdução às grandes teorias do teatro. Translated by André Telles. Rio: Jorge, 2003.

Ryan, Marie-Laure. “Beyond Myth and Metaphor: The Case of Narrative in Digital Media.” Game Studies: the International Journal of Computer Game Research 1, no. 1 (July 2001). http://www.gamestudies.org/0101/ryan/.

—. Narrative across Media: The Languages of Storytelling. Lincoln, London: University of Nebraska Press, 2004.

—. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. The Johns Hopkins University Press, 2001.

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