Abstract
The film-maker uses the camera and editing creatively, not simply to present the action of the film but also to set up a particular relation between the action and the viewer. In 3D video games with action controlled by the player, the pseudo camera is usually less creatively controlled and has less effect on the player’s appreciation of and engagement with the game. This paper discusses methods of controlling games by easy and intuitive interfaces and use of an automated virtual camera to increase the appeal of games for users.
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© 2004 Springer-Verlag Berlin Heidelberg
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Cozic, L., Davis, S.B., Jones, H. (2004). Interaction and Expressivity in Video Games: Harnessing the Rhetoric of Film. In: Göbel, S., et al. Technologies for Interactive Digital Storytelling and Entertainment. TIDSE 2004. Lecture Notes in Computer Science, vol 3105. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-27797-2_30
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DOI: https://doi.org/10.1007/978-3-540-27797-2_30
Publisher Name: Springer, Berlin, Heidelberg
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