U. Bogost-ian and . Operations, An approach toVvideogame Criticism, 2006.

P. Steven and T. Happy, Videogames and the Entertainment Revolution, 2000.

R. Richard, Game Design: heory & Practice, 2001.

W. Noah and &. Harrigan-pat, First Person. New media as Story, Performance and Game, 2006.

A. Édouard and À. Perte-de-vues, Images et « nouvelles technologies », d'hier et d'aujourd'hui, Labor, coll, Images, 2005.

B. Frank, L. Dubois-philippe, and . Gérard, Cinéma et dernières technologies, De Boeck & Larcier s.a., coll, 1998.

C. Ste, Great Designs that Changed the Face of Computer Gaming, 2004.

D. Andrew, Visual Digital Culture. Surface Play and Spectacle in New Media Genres, 2000.

D. Régis, Vie et mort de l'image -Une histoire du regard en Occident, 1992.

&. Bolter-jay-david and R. Grusin-richard, Understanding new media, 2000.

D. Timothy, Electronic Culture. Technology and Visual Representation, Aperture Foundation, 1996.

F. Peter and C. Vivienne, Teaching Music Video, Teaching Film and Media Studies Series, 2005.

H. Matt and &. Walter-shane, Motion Blur: onedotzero : graphic moving imagemakers, 2004.

H. Steven and R. , Digital Mantras. he language of abstract and virtual worlds, 1995.

I. Daniel and . Bâtisseurs-de-rêves, Enquête sur le nouvel Eldorado des jeux vidéo, First Documents, 1997.

J. B. La-réalité-virtuelle and P. U. , Que sais-je ?, 1995.

J. Martine, Introduction à l'analyse de l'image, 2005.

K. Steven, he ultimate history of video games, 2001.

K. Jean-yves, Manuel d'écriture de jeux vidéo, L'Harmattan, 2005.

L. Steven, Young People and New Media : Childhood and the Changing Media Environment, 2002.

L. G. Elizabeth, Mind at play: he psychology of video games, Basic Books, 1983.

M. Joël, L. Point, and . Vue, De la vision du cinéaste au regard du spectateur, éd. Cahiers du Cinéma et SCÉREN-CNDP, coll. Les Petites Cahiers, 2001.

M. Lev, he Language of New Media, 2001.

M. Neil and . Pdf, Watching Games and Playing Movies: he Inluence of Cinema on Computer Games, Dublin Institute of Technology, 2003.

M. Dave and &. Léo, Game Art : le graphisme des jeux vidéo, éd. Pyramyd, coll, Blocnotes et publishing, 2003.

M. Janet, Hamlet on the Holodeck: he future of Narrative in Cyberspace, 1999.

N. Angela, Neo-baroque aesthetics and contemporary entertainment, 2004.

N. Sandra and . Pdf, he Gameplay Video Segmentation Method. A Heuristic method for gameplay analysis using video segmentation, 2006.

P. Jean-michel, W. Benjaminange, P. Le, and . Bossu, Le Chifonnier, Esthétique et Politique chez Walter Benjamin, 2006.

A. Poe-edgar, L'homme des Foules in Les Nouvelles Histoires Extraordinaires, Maxi-Livres, UE, pp.69-79, 2001.

R. Stone-allucquere, he war of Desire and Technology at the Close of the Mechanical Age, 1996.

V. Burnham and S. , A visual history of the videogame age, 1971.

W. Noah, &. Harrigan-pat, and S. Person, Role Playing and Story in Games and Playable MediaOeil Vidéoludique et le Nouveau Flâneur Ouvrages de référence BENJAMIN Walter, Charles Baudelaire : un poète lyrique à l'apogée du capitalisme, p.102, 1990.

C. Edmond, I. De-l-'optique, and . Au-numérique, Hermès, Paris, 1988 -La Technologie Numérique in La Technologie dans l'Art. De la Photographie à la Réalité Virtuelle, J. Chambon, coll. Rayon Photo, pp.129-162, 1998.

H. Johan and H. Ludens, Essai sur la fonction sociale du jeu, 1951.

J. François, OEil-caméra. Entre ilm et roman, 1987.

A. Articles and . Espen, he temporality of ergodic art In Cyberspace textuality computer literacy and literary theory (dirComputer Game Studies, Year One in Game Studies, Doom and he speaking clock -Cybertext : Perspectives on Ergodic LiteratureGenre Trouble: Narrativism and the Art of Simulation. in First Person: New Media as Story, Performance, and Game. (dir. WARDRIP-FRUIN & HARRIGAN) -Playing Research : Methodological Approaches to Game Analysis in FineArt Forum, pp.31-41, 1997.

. Amato-etienne-armand, Approches de l'Expression Vidéoludique (dir. GENVO), L'Harmattan, coll. Communication et Civilisation, Image Digitale des Jexu Vidéo Multi-joueurs : un Milieu Figuratif Habitable pour Vivre en Co-téléprésence, pp.299-323, 2000.

A. E. Skira-b and . Dajez-f, Regards Croisés sur Quelques Jeux Vidéo. DIABLO -MESSIAH ? UNREAL, novembre, 2002.

A. Jacques, Le point de vue in Enonciation et Cinéma, 1983.

G. Baer-ralph, How the Home Video Games Industry Began, 1998.

B. Jean-louis, Efets idéologiques produits par l'appareil de base in L'efet Cinéma, Albatros, coll. ça-cinéma, pp.13-26, 1978.

M. Bellis, Computer and Video Game History in About: Inventors, 2006.

B. Walter and L. , Art à l'Ère de sa Reproductibilité Technique, traduit par Maurice de GANDILLAC in Poésie et Révolution, pp.171-210, 1971.

. Cohen-kathleen, . Elkins-james, . Lavin-marilyn-aronberg, . Macko-nancy, S. Schwartz-gary et al., Digital Culture and the Practices of Art and Art History, Digital Culture and the Practices of Art and Art History, pp.187-216, 1997.
DOI : 10.1080/00043079.1997.10786732

C. Chris and . Taxonomy, Computer Games in he Art of Computer Game Design: Relections of a Master Game Designer, 1984.

D. Johanna, Digital Relections: he Dialogue of Art and Technology, Digital Relections: he Dialogue of Art and Technology, 1997.

&. Dutton-nathan and . Mia, Game Analysis: Developing a Methodological Toolkit for the Qualitative Study of Games in Gamestudies, 2006.

F. Gonzalo, Simulation Versus Narrative: Introduction to Ludology in he Video Game heory Reader (dir -What is Ludology? A Provisory Deinition, pp.221-235, 2001.

F. Ted, Civilization and its Discontents: Simulation, Subjectivity, and Space in Game Research. he art, business and science of video games (dir, 2002.

G. Charlotte, Aventures digitales de l'image -Table ronde sur l'image numérique aux Cahiers du cinéma, 2006.

G. Fanny, Immersion et Intériorité dans Silent Hill 4 " he Room " in OMNSH, 16 mars, 2007.

G. Oliver, Into the Belly of the Image: Historical Aspects of Virtual Reality, pp.365-371, 1999.

G. Emmanuel and L. , Histoire que nous Faisons Vivre au Joueur: La Structure Ludo-Narrative in Le Game Design de Jeux Vidéo, Approches de l'Expression Vidéoludique (dir. GENVO), L'Harmattan, coll. Communication et Civilisation, pp.161-174, 2005.

H. Paul and S. Art, An Imaginary Number, pp.399-404, 1999.

H. E. Tesson-c and C. Ludophiles, Cahiers du Cinéma hors série, septembre, Gans. Ce n'est pas du Cinéma !, Cahiers du Cinéma hors série, pp.4-29, 2002.

I. Mizuko, Virtually embodied: he reality of fantasy in a multi-user dungeon, Internet culture (dir. PORTER), pp.87-110, 1997.

J. Jesper and . Clash, Between Games and Narrative, Paper presented to the Digital Arts and Culture conference, p.1998, 1998.

K. Moisei and A. , Science and Technology in the Past, Present and Future Prometheus: Art, Science and Technology in the Former Soviet Union: Special Issue, p.pp, 1994.

&. James, . Mccabe-hugh, and . Camerabots, Cinematography for Games with Non- Player Characters as Camera Operator in Proceedings of DiGRA 2005 Conference: Changing Views ? Worlds in Play, 2007.

K. John and B. , Cinematic Expression: A Look at Eisenstein's Silent Montage, Art Journal, vol.22, issue.1, pp.34-36, 1962.

M. Roger and F. , Digital Image: Digital Cinema: he Work of Art in the Age of Post-Mechanical Reproduction, Digital Image, Digital Cinema: Siggraph '90 Art Show Catalog, pp.33-38, 1990.

M. Steven, &. De, and . Gust, he History of the Videogame in Handbook of Computer Game Studies (dir, RAESSENS & GOLDSTEIN), pp.23-45, 2005.

. Mcmahan-alison, . Immersion, and P. Engagement, A Method for Analyzing 3-D Video Games in he Video Game heory Reader (dir, pp.67-86, 2003.

M. Patrick, Les Scènes Cinématiques dans les Jeux in Le Game Design de Jeux Vidéo Approches de l'Expression Vidéoludique (dir. GENVO), L'Harmattan, coll, Communication et Civilisation, pp.209-236, 2005.

N. James, . Myth-of-the-ergodic, and . Videogame, Some houghts on Player-Character Relationships in Videogames in Game Studies, 2002.

N. Michael and . Games, Montage and the First Person Point of View in Proceedings of DiGRA 2005 Conference: Changing Views ? Worlds in Play, 2007.

P. Bernard, From gamers to Players and Gameplayers: he Example of Interactive Movies in he Video Game heory Reader (dir, Routledge, pp.237-258, 2003.

R. Bob, Playing at Being: Psychoanalysis and the Avatar in he Video Game heory Reader (dir, pp.103-128, 2003.

R. Jason and . Pdf, Game Fiction: Playing the Interface in Prince of Persia: he Sands of Time and Asheron's Call in, Proceedings of DiGRA 2005 Conference: Changing Views ? Worlds in Play, 2007.

S. T. Friedman-f and R. H. , Embodied presence in virtual environment in Visual representation and interpretation (dir, 1998.

T. Charles, L. Guerre, and . Boutons, Cinéma et Jeux Vidéo,Cahiers du Cinéma hors série, pp.40-43, 2000.

T. Dick and H. Cobweb, New Laws of Attraction in he Cinema of Attractions Reloaded (dir. STRAUVEN Wanda), 2006.

W. Jean-louis, Corps à Corps ? à propos de " La Morsure, 2002.

W. John, Fifty Years of Composing Computer Music and Graphics: How Time's New Solid-State Tractability Has Changed Audio-Visual Perspectives, pp.597-599, 1991.

W. Mark and J. P. , Genre and the Video Game in he Medium of the Video Game, 2002.