Bernard Perron
Datos Biográficos
| ID | 3993277 |
|---|---|
| NOMBRE | Bernard Perron |
| NOMBRES | Bernard |
| APELLIDO | Perron |
| FIRMA | PERRON B |
| VERIFICADO | No |
| TOTAL DE OBRAS | 7 |
| TOTAL DE CITAS | 0 |
| TOTAL COMO AUTOR | 7 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2005 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2021 |
| ÍNDICE H | 0 |
Le jeu vidéo au Québec
Le Qubec demeure certes un haut lieu du jeu vido au Canada. Comme le soulignent ou le rapportent les collaborateurs et collaboratrices de ce numro afin de marquer la reconnaissance et l'intrt du sujet d'analyse, la province se distingue sur le march mondial de l'industrie culturelle la plus lucrative au monde (Maude Bonenfant et Jonathan Bonneau) ; elle est prsentement un leader international dans le dveloppement du jeu vido dit mainstream, [et] …
The World of Scary Video Games
As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as "survival horror" as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical…
The Routledge Companion to Video Game Studies
It is plausible that video games contain elements of fiction. Red Dead Redemption (Rockstar San Diego, 2010) depicts the fiction of a man named John Marston, his search for the members of his old criminal gang, and his death at the hands of federal agents. Marston, the world in which he lives, and the events that take place around him are the type of depictions that would find a natural place in other fictive media such as cinema. But significant…
The Video Game Theory Reader
In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fan…
Silent Hill
The Landmark Video Games book series is the first in the English language in which each book addresses a specific video game or video game series in depth, examining it in the light of a variety of approaches, including game design, genre, form, content, meanings, and its context within video game history.The specific games or game series chosen are historically significant and influential games recognized not only for their quality of gameplay b…
The Video Game Theory Reader 2
Focalisation. Un détour par la scénaristique
S'appuyant sur les études du scénario, l'auteur s'oppose à l'application cinématographique de la typologie genettienne de la focalisation (externe, interne, zéro). En revanche, il propose une conceptualisation de la focalisation inspirée de la théorie de l'énonciation de Christian Metz
Sin obras prominentes en esta página.
Focalisation. Un détour par la scénaristique
S'appuyant sur les études du scénario, l'auteur s'oppose à l'application cinématographique de la typologie genettienne de la focalisation (externe, interne, zéro). En revanche, il propose une conceptualisation de la focalisation inspirée de la théorie de l'énonciation de Christian Metz
The Video Game Theory Reader 2
Silent Hill
The Landmark Video Games book series is the first in the English language in which each book addresses a specific video game or video game series in depth, examining it in the light of a variety of approaches, including game design, genre, form, content, meanings, and its context within video game history.The specific games or game series chosen are historically significant and influential games recognized not only for their quality of gameplay b…
The Video Game Theory Reader
In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fan…
The Routledge Companion to Video Game Studies
It is plausible that video games contain elements of fiction. Red Dead Redemption (Rockstar San Diego, 2010) depicts the fiction of a man named John Marston, his search for the members of his old criminal gang, and his death at the hands of federal agents. Marston, the world in which he lives, and the events that take place around him are the type of depictions that would find a natural place in other fictive media such as cinema. But significant…
The World of Scary Video Games
As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as "survival horror" as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical…
Le jeu vidéo au Québec
Le Qubec demeure certes un haut lieu du jeu vido au Canada. Comme le soulignent ou le rapportent les collaborateurs et collaboratrices de ce numro afin de marquer la reconnaissance et l'intrt du sujet d'analyse, la province se distingue sur le march mondial de l'industrie culturelle la plus lucrative au monde (Maude Bonenfant et Jonathan Bonneau) ; elle est prsentement un leader international dans le dveloppement du jeu vido dit mainstream, [et] …
Digital Games and Media (6 obras) · Computer Science (5 obras) · Multimedia (5 obras) · Video game (5 obras) · Video games (5 obras) · Cinema and Media Studies (3 obras) · Art (2 obras) · Game theory (2 obras) · Games (2 obras) · Gothic Literature and Media Analysis (2 obras)