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Videogames’ Specific Forms of Immersion into the Past, Present, and Future: Experiencing Progress in American McGee’s Alice (2000) and Alice: Madness Returns (2011)

Cet article propose d’analyser deux adaptations vidéoludiques des Alice de Lewis Carroll, afin d’interroger à nouveaux frais les “pratiques immersives” qui, bien que privées de la “réflexivité” habituellement associée au néo-victorien, constituent une part importante des victorianas contemporaines (...

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Detaylı Bibliyografya
Yazar: Folléa, Clémence
Materyal Türü: Artigo
Dil:Inglês
Baskı/Yayın Bilgisi: SAIT 2020
Konular:
Online Erişim:https://doi.org/10.4000/polysemes.6446
https://hdl.handle.net/20.500.13089/j6ae
https://journals.openedition.org/polysemes/6446
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