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Original Articles

Film and Television in Gaming‐Simulation: A Critical Appraisal

Pages 274-280 | Published online: 09 Jul 2006
 

Abstract

Three categories of the use of film and television in gaming‐simulation are identified. The most typical use, monitoring interaction between participants, demands the greatest departure from conventional film‐making practices. Different methods of monitoring this interaction are briefly considered, and potential sources of error resulting from the use of film or television for this purpose are discussed in detail.

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