Lusus magnetoscopicus
Lusus magnetoscopicus,[1] sive ludus televisificus,[2] vel sensu lato lusus computatralis, est ludus electronicus qui interactionem cum interfacie utentium vel artificio initus datorum implicat, sicut vectulo, moderatore, plectrologio, vel artificio quod motum sensit, ad retroactionem generandam. Quae retroactio per pellicularum magnetscopicarum artificium exhibitorium, sicut televistrum, montorium computatrale, quadrum tactile, vel capitis audiophonum realitatis virtualis monstratur. Lusus magnetoscopici saepe per megaphona vel capitis audiophona amplificantur, aliquando praeterea cum aliis retroactionis genera, praecipue technologia haptica. Non omnes lusus computatrales sunt lusus magnetoscopici; exempli gratia, lusus facinorum textuales, scacci, aliique ludus ex ostentu graphicorum non pendunt.
Hodierni lusus magnetoscopici formam discorum variarum magnitudinum habent, saepe in eadem magnitudine disci compacti, disci versatilis digitalis, et radii caerulei disci, dum vetustiores formam capsellarum lusoriarum haberent, etiam variarum magnitudinum. Lusor, quando actuosus ludus televisificus cum unitate sua? esset, in mundo virtuali agit, saepe adiumento a remotu gubernationis.
Nexus interni
Notae
[recensere | fontem recensere]- ↑ John C. Trauoman, Latin and English Dictionary, ed. tertia (Novi Eboraci, Bantam Books, 2007), 696, s.v. video game.
- ↑ Ebbe Vilborg, Norstedts svensk-latinska ordbok, editio secunda (2009).
Bibliographia
[recensere | fontem recensere]- Barton, Matt, et Shane Stacks. 2018. Dungeons and desktops: the history of computer role-playing games. Ed.secunda. Boca Raton Floridae: Taylor & Francis. ISBN 9781138574649, ISBN 9781138574670.
- Blodget, Henry. 2005. "How to Solve China's Piracy Problem." Slate.com, 12 Aprilis 2005. Archivum.
- Costikyan, Greg (1994). "I Have No Words & I Must Design".
- Crawford, Chris (1982). The Art of Computer Game Design.
- DeMaria, Rusel, et Johnny L. Wilson. 2002. High score!: the illustrated history of electronic games. Berkeleiae Californiae: McGraw-Hill/Osborne. ISBN 0072224282.
- Gregory, Josh. 2022. The history of PC gaming. Ann Arbor Michiganiae: Cherry Lake Press. ISBN 9781534199675, ISBN 9781668900819.
- Huffman, Eddie, et Steve Draper. 1994. Classic computer games. Greensboro Carolinae Septentrionalis: Compute Books. ISBN 0874553059.
- Kent, Steve L. 2001. The ultimate history of video games: from Pong to Pokémon and beyond: the story behind the craze that touched our lives and changed the world. Praefatio a Petro Molyneux scripta. Roseville Californiae: Prima Publishing. ISBN 0761536434.
- Kent, Steve L. 2021. The ultimate history of video games: Volume 2: Nintendo, Sony, Microsoft, and the billion dollar battle to shape modern gaming. Novi Eboraci: Crown. ISBN 9781984825438.
- Konzack, Lars, J. Patrick Williams, et Jonas Heide, eds. 2007. Rhetorics of Computer and Video Game Research: The Players' Realm: Studies on the Culture of Video Games and Gaming. ISBN 9780786428328.
- Lieu, Tina (Augustus 1997). "Where have all the PC games gone?". Computing Japan.
- Murray, Janet. 1998. Hamlet on the Holodeck. MIT Press. ISBN 978-0-262-63187-7.
- Pursell, Carroll (2015). From Playgrounds to PlayStation: The Interaction of Technology and Play. Baltimorae: Johns Hopkins University Press.
- Salen, Katie; Eric Zimmerman (2005). The Game Design Reader: A Rules of Play Anthology. MIT Press. ISBN 978-0-262-19536-2.
- Smuts, Aaron (2005). "Are Video Games Art?".
- Stanton, Richard. 2015. A brief history of video games. Philadelphiaae: Running Press Book Publishers. ISBN 9780762456154.
- Williams, J. P., et J. H. Smith, eds. 2007. The players' realm: studies on the culture of video games and gaming. Ieffersoniae Carolinae Septentrionalis: McFarland & Co.
- Wills, John (1 Octobris 2002). "Digital Dinosaurs and Artificial Life: Exploring the Culture of Nature in Computer and Video Games". Cultural Values (Journal for Cultural Research) 6 (4): 395–417.
- Winegarner, Beth (28 Ianuarii 2005). "Game sales hit record highs". Gamespot.
- Wolf, Mark J. P. 2008. The video game explosion: a history from PONG to Playstation and beyond. Westport Connecticutae: Greenwood Press. ISBN 9780313338687, ISBN 031333868X.
De lusibus magnetoscopicis et violentia
[recensere | fontem recensere]- Anderson, C. A., et B. J. Bushman. 2001. "Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature." Psychological Science 12 (5): 353–59. doi:10.1111/1467-9280.00366. PMID 11554666. S2CID 14987425.
- Anderson, C.A., et K. E. Dil;. 2000. "Video games and aggressive thoughts, feelings, and behaviour in the laboratory and in life." Journal of Personality and Social Psychology 78 (4): 772–90. CiteSeerX 10.1.1.1006.1548. doi:10.1037/0022-3514.78.4.772. PMID 10794380
- Ferguson, Christopher J., et al. 2008. "Violent Video Games and Aggression: Causal Relationship or Byproduct of Family Violence and Intrinsic Violence Motivation?" Criminal Justice and Behavior 35 (3): 311–32. CiteSeerX 10.1.1.494.950. doi:10.1177/0093854807311719. S2CID 7145392
- Feshbach, Seymour, et Robert D. Singer. 1971. Television and Aggression: An Experimental Field Study. Franciscopoli: Jossey-Bass. OCLC 941871879.
- Nakaya, Andrea C. 2017. Are video games harmful? Didacopoli Californiae: ReferencePoint Press. ISBN 9781682820711.
Nexus externi
[recensere | fontem recensere]Vicimedia Communia plura habent quae ad lusus magnetoscopicos spectant. |
- Ludoscience. Bibliographia lusuum magnetoscopicorum. Societas Francica investigationis lusuum magnetoscopicorum.
- Situs interretialis Musei Lusuum Computatralium Berolinensis proprius.
- "The Virtual Museum of Computing."