Refractory: a Journal of Entertainment Media
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Analysing Movement, The Body and Immersion in Virtual Reality ~ Melanie Chan

Jul 6, 2018 | Comics, Games, Print Media, Virtual Reality, Volume 30

Abstract: The purpose of this paper is to explore the relationships between embodiment, presence and immersion in contemporary forms of VR. The term virtual reality (VR) refers to the generation of three-dimensional environments using computer-graphics or 360° video...

Frameless Fictions: Exploring the Compatibility of Virtual Reality and the Horror Genre ~ Vicki Williams

Jul 6, 2018 | Digital Media/Internet, Film, Games, Virtual Reality, Volume 30

Abstract: Virtual reality (VR), with its huge diversity of cultural conceptions and definitions, is a wholly paradoxical technological phenomenon: it is at once futuristic yet retrograde, exciting yet unsettling, a simulation and yet reality. The potentials for VR lie...

Volume 30, 2018

Jul 1, 2018 | Augmented Reality, Digital Media/Internet, Film, Games, Museums, Theatre, Uncategorized, Virtual Reality, Volume 30

Themed Issue: VIRTUAL REALITY edited by Andrew Lynch, Alexa Scarlata and Thao Phan  Virtual Perspective: The Aesthetic Lineages of Immersive Experience ~ Asher Warren  Virtual Humanity: Empathy, Embodiment and Disorientation in Humanitarian VR Experience Design ~...

The Recovery of the Nostalgic Lost Objects in LA Noire ~ Lisa Yamasaki

Oct 9, 2017 | Digital Media/Internet, Games, Uncategorized, Urban Space, Volume 29

Refractory: a Journal of Entertainment Media, Volume 29, 2017 Abstract: Some players argue that they experience nostalgia while digitally immersed in the streets of 1940s Los Angeles, an experience that entails driving old cars and visiting historical landmarks. Part...

Participatory Historians in Digital Cultural Heritage Process: Monumentalization of the First Finnish Commercial Computer Game – Jaakko Suominen & Anna Sivula

Sep 2, 2016 | Digital Media/Internet, fan culture, Games, Volume 27

Abstract: The paper deals with the question of how digital games become cultural heritage. By using examples of changing conceptualisations of the first commercial Finnish computer game, the paper illuminates the amateur and professional historicising of computer...

Born Digital Cultural Heritage – Angela Ndalianis & Melanie Swalwell

Sep 2, 2016 | Digital Media/Internet, fan culture, Games, Museums, Older Media, Volume 27

The collection and preservation of the ‘born digital’ has, in recent years, become a growing and significant area of debate. The honeymoon years are over and finally institutions are beginning to give serious consideration to best practice for digital preservation...
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Refractory: A Journal of Entertainment Media