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Ian Bogost 2007, Persuasive Games. The Expressive Power of Videogames,Cambridge(MA),London:MITPress.Dario Compagno, & Patrick J. Coppock (Eds.), (in press) "Computer Games,Between Text and Practice", Thematic Special Number ofE/C: Rivistadell’AssociazioneItalianadiStudiSemiotici.Patrick J. Coppock (in press) "Are Computer Games Real? Process, Interactionand Meaning in Past, Present and Future Possible Worlds". Under review forpublication in Springer Press Anthology The Philosophy of Computer Games,(Eds.)JohnRichardSageng,HallvardFossheim,TarjeiMandtLarsen.PatrickJ.Coppock,(inpress)"Here,ThereandEverywhere:GlocalisingIdentityinTransworldTransmediaGenuisLoci".UnderreviewforpublicationinSpecialIssueofMedieKultur:JournalofMediaandCultureResearch‐"Onlineworldsasmediaandcommunicationformat",GuestEditorKjetilSandvikUmbertoEcoTheRoleoftheReader,Pat Harrigan & Noah Wardrip-Fruin (Eds.), 2004, First Person. New Media as Story,Performance and Game, Cambridge (MA), London, MIT Press.Pat Harrigan & Noah Wardrip-Fruin (Eds.), 2007, Second Person. Role Playing andStory in Games and Playable Media, Cambridge (MA), London, MIT Press.JesperJuul2005,HalfReal.VideoGamesBetweenRealRulesandFictionalWorlds,Cambridge (MA), London: MIT Press.Thomas Egenfeldt Nielsen, Jonas Heide Smith and Susana Pajares Tosca, 2008,UnderstandingVideoGames.TheEssentialIntroduction,NewYork:RoutledgeAlvaNoë 2004, Action in Perception, Cambridge (MA), London: MIT Press.1 http://en.wikipedia.org/wiki/Half‐Life_(video_game)

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