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1
Burnout: The resident evil — Perspectives from the horses' mouth!
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2
The Rollercoaster of Fear: An Analysis Between Space and Time in the Resident Evil Saga
Published 2022-07-01Subjects: “…resident evil…”
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3
The Resident Evil study: do depictions of race matter in action video games?
Published 2023-12-01“…In the current study, 103 young adults were randomized to play versions of the Resident Evil game franchise with either a majority of African race zombies or Caucasian race zombies. …”
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4
Perception, hallucination, virtual reality. From controlled hallucination to Resident Evil 7: Biohazard
Published 2022-05-01Subjects: Get full text
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5
Lady Dimistrescu em Resident Evil Village: a massificação da cultura BDSM através dos memes
Published 2021-10-01“… O artigo versa de forma ensaística sobre uma tríade formulada pelos seguintes pilares teórico-metodológicos: 1) a cultura BDSM e games; 2) a personagem Lady Dimitrescu de Resident Evil: Village, de 2021; e 3) os memes e seu impacto na sociedade pós-moderna sob ótica da Memética. …”
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6
La composición como elemento lúdico y de horror en los escenarios de Resident Evil (2002)
Published 2024-12-01Subjects: “…resident evil…”
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Play the game in the opening scene A multidisciplinary lens for understanding (video)ludic movies, including Super Mario Bros., Resident Evil and Scott Pilgrim vs. the World
Published 2015-09-01“…The framework will be tested through three paradigmatic case studies: Super Mario, Resident Evil, and Scott Pilgrim vs. the World. The overall intent is to give scholars, and also practitioners, a holistic perspective on this peculiar type of crossmedia process, pointing out virtuous productive strategies as ruinous ones.…”
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Le « clone » comme figure méta-sérielle dans le cinéma de science-fiction à l’ère des images de synthèse
Published 2023-07-01“…This study examines the effects on filmic narrative and representation of a motif that has gained popularity in the digital age, the "clone", in science fiction film series – approached as serial practices related to but distinct from television series – particularly in "Alien" and "Resident Evil". By exploiting (often female) characters demultiplied through clones, these narratives thematize within the fiction, through an extrapolation on the possibilities of biotechnologies and in a metaphorical way allowing to combine reflexivity and immersion, the very status of the serial work, and this all the more in the XXIth century when computer graphics offer the possibility of easily creating "avatars".…”
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The computational complexity of portal and other 3D video games
Published 2021“…One of our proofs generalizes to prove NP-hardness of many other video games such as Half-Life 2, Halo, Doom, Elder Scrolls, Fallout, Grand Theft Auto, Left 4 Dead, Mass Effect, Deus Ex, Metal Gear Solid, and Resident Evil. These results build on the established literature on the complexity of video games [1, 3, 7, 18].…”
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Utilização da Realidade Virtual na Indução de Estados Afetivos
Published 2020-07-01“…A amostra foi divididaem dois grupos, 10 para cada ambiente virtual onde um grupo realizou a experiencia com ojogo Aboots Demo e o outro realizou com o jogo Resident Evil-7. Foi utlizado um questionárioSociodemográfico, o Perfil de Estados Afetivos e o IPQp para a recolha de dados. …”
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Odour enhances the sense of presence in a virtual reality environment.
Published 2022-01-01“…Using precise odour administration with an olfactometer, study participants were exposed to smells while they were immersed in the popular PlayStation VR game "Resident Evil 7". A within-subject study design was undertaken where participants (n = 22) walked-through the same VR environment twice, with or without the introduction of associated congruent odour stimuli. …”
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