“Can you also cook my cigarette?”. Sistemas de (des)control, comedia y extrañamiento en el género fumblecore

  • Mateo Terrasa Torres
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Résumé

Los dispositivos de input son el instrumento que posibilita la actuación del jugador en los mundos ludoficcionales. 

Références

Anable, A. (2018). Playing With Feelings. Video Games and Affect. University of Minnesota Press.

Anthropy, A. (2012). Rise of the videogame zinesters: How freaks, normals, amateurs, artists, dreamers, drop-outs, queers, housewives, and people like you are taking back an art. Seven Stories Press,U.S.

Bianchi, M. (2017). “Inklings and Tentacled Things: Grasping at Kinship through Video Games”. Ecozon, 8 (2), 136-150. https://doi.org/10.37536/ECOZONA.2017.8.2.1354

Blomberg, J. (2018). The Semiotics of the Game Controller. En Game Studies, 18 (2).

Boluk, S. y Lemieux, P. (2017). Metagaming: Playing, competing, spectating, cheating, trading, making, and breaking videogames. University of Minnesota Press.

Bryce Jones, I. (2016). Do The Locomotion: Obstinate Avatars, Dehiscent Performances, and the Rise of the Comedic Video Game. The Velvet Light Trap, 77, 86-99. https://doi.org/10.7560/VLT7706
Publiée
2025-06-04