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Clara Fernández Vara

Biographic Data

ID6287999
NAMEClara Fernández Vara
GIVEN NAMESClara Fernández
FAMILY NAMEVara
SIGNATUREVARA C F
AFFILIATIONSNew York University
ORCID0000-0002-1579-2384
VERIFIEDYes
TOTAL WORKS4
TOTAL CITATIONS2
AUTHOR COUNT4
EDITOR COUNT0
FIRST PUBLICATION YEAR2008
LATEST PUBLICATION YEAR2019
H-INDEX1
  • Introduction to Game Analysis

    Clara Fernández-Vara, Clara Fernández Vara•BOOK•Introduction to Game Analysis•2019

    "This accessible textbook gives students the tools they need to analyze games using strategies borrowed from textual analysis. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Clara Fernández-Vara's concise primer provides readers with i…

  • Holojam in Wonderland

    David Gochfeld, Corinne Brenner et al.•ARTICLE•Leonardo•2018•Cited by: 1

    Holojam in Wonderland is a prototype of a new type of performance activity, "Immersive Mixed Reality Theater" (IMRT). With unique and novel properties possessed by neither cinema nor traditional theater, IMRT promises exciting new expressive possibilities for multi-user, participatory, immersive digital narratives. The authors describe the piece, the technology used to create it and some of the key aesthetic choices and takeaways

  • Fictional worlds as the key to adaptation

    Open Access•Clara Fernández Vara•ARTICLE•Anàlisi•2016

    Anàlisi is a science journal published by the Journalism and Communication Sciences Department of the Autonomous University of Barcelona (UAB). The journal has been published by the UAB Journalism Department since 1980. Anàlisi publishes science articles in the fields of the communication sciences: journalism, advertising and public relations, audiovisual communication, internet, multimedia and similar areas, always from the social and cultural v…

  • Rounds, Levels, and Waves

    Open Access•José P Zagal, Clara Fernández Vara et al.•ARTICLE•Games and Culture•2008•Cited by: 1•References: 3

    This article explores the early evolution of the structure and management of gameplay in videogames. The authors introduce the notion of gameplay segmentation to capture the role that design elements such as level, boss, and wave play in videogames and identify three modes of segmentation. Temporal segmentation limits, synchronizes, and/or coordinates player activity over time. Spatial segmentation breaks the game's virtual space into sublocation…

  • Holojam in Wonderland

    David Gochfeld, Corinne Brenner et al.•ARTICLE•Leonardo•2018•Cited by: 1

    Holojam in Wonderland is a prototype of a new type of performance activity, "Immersive Mixed Reality Theater" (IMRT). With unique and novel properties possessed by neither cinema nor traditional theater, IMRT promises exciting new expressive possibilities for multi-user, participatory, immersive digital narratives. The authors describe the piece, the technology used to create it and some of the key aesthetic choices and takeaways

  • Rounds, Levels, and Waves

    Open Access•José P Zagal, Clara Fernández Vara et al.•ARTICLE•Games and Culture•2008•Cited by: 1•References: 3

    This article explores the early evolution of the structure and management of gameplay in videogames. The authors introduce the notion of gameplay segmentation to capture the role that design elements such as level, boss, and wave play in videogames and identify three modes of segmentation. Temporal segmentation limits, synchronizes, and/or coordinates player activity over time. Spatial segmentation breaks the game's virtual space into sublocation…

  • Rounds, Levels, and Waves

    Open Access•José P Zagal, Clara Fernández Vara et al.•ARTICLE•Games and Culture•2008•Cited by: 1•References: 3

    This article explores the early evolution of the structure and management of gameplay in videogames. The authors introduce the notion of gameplay segmentation to capture the role that design elements such as level, boss, and wave play in videogames and identify three modes of segmentation. Temporal segmentation limits, synchronizes, and/or coordinates player activity over time. Spatial segmentation breaks the game's virtual space into sublocation…

  • Fictional worlds as the key to adaptation

    Open Access•Clara Fernández Vara•ARTICLE•Anàlisi•2016

    Anàlisi is a science journal published by the Journalism and Communication Sciences Department of the Autonomous University of Barcelona (UAB). The journal has been published by the UAB Journalism Department since 1980. Anàlisi publishes science articles in the fields of the communication sciences: journalism, advertising and public relations, audiovisual communication, internet, multimedia and similar areas, always from the social and cultural v…

  • Holojam in Wonderland

    David Gochfeld, Corinne Brenner et al.•ARTICLE•Leonardo•2018•Cited by: 1

    Holojam in Wonderland is a prototype of a new type of performance activity, "Immersive Mixed Reality Theater" (IMRT). With unique and novel properties possessed by neither cinema nor traditional theater, IMRT promises exciting new expressive possibilities for multi-user, participatory, immersive digital narratives. The authors describe the piece, the technology used to create it and some of the key aesthetic choices and takeaways

  • Introduction to Game Analysis

    Clara Fernández-Vara, Clara Fernández Vara•BOOK•Introduction to Game Analysis•2019

    "This accessible textbook gives students the tools they need to analyze games using strategies borrowed from textual analysis. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Clara Fernández-Vara's concise primer provides readers with i…

Computer Science (4 works) · Digital Games and Media (3 works) · Artificial Intelligence in Games (2 works) · Human–computer interaction (2 works) · Multimedia (2 works) · World Wide Web (2 works) · Adaptation (eye (1 work) · Aesthetics (1 work) · Art (1 work) · Articulation (sociology (1 work)

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