The name is absent



VIRILIO, P (1989) War and Cinema: the Logistics of Perception, London: Verso

VIRILIO, P (1993) ‘Marginal Groups’. Daidalos, 50, 75.

WARK, M. (1994) ‘The Videogame as Emergent Media Form’. Media
International Australia
, 71, 21-30.

WESTLAKE, D. (2005) ‘The Art of Ambiguity: Identity, Technology, and

Sexuality in the Work of David Cronenberg’. Florida State University. 138, 57.

[online] Available Internet:

http://dscholarship.lib.fsu.edu/cgi/v'ewcontent.cgi?article=1138&context=un
dergrad
[Accessed 20/10/06]

WOLF, M. J. P (2002) The Medium of the Videogame, Austin: University of
Texas Press.

WOLLEN, P. (1972) Signs and Meaning in the Cinema, London: Secker and

Warburg.

WOOLGAR, S (2002) Virtual Society? Technology, Cyberbole, Reality, Oxford:
Oxford University Press.

WORTH, S. W (2002) ‘The Paradox of Real Response to Neo-Fiction’ In IRWIN,
W (2002)
The Matrix and Philosophy, Chicago, Open Court. 178-188

WRIGHT, R. (2000) ‘The Matrix Rules’. Film Philosophy, 4 (3). [online]

Available Internet: http://www.film-philosophy.com/vol4-2000/n3wright
[Accessed 06/12/06]

YUEN, D. (2000) Transformation. USA: Parsons School of Design.

ZETTL, H. (1996) Back to Plato's Cave in Communication and Cyberspace,
Cresskill: Hampton Press.

ZIZEK, S. (1989) The Sublime Object of Ideology, London: Verso.

ZIZEK, S. (2006) ‘The Matrix, or the two sides of perversion’. In ZIZEK, S
Lacremae Rerum^Madrid: Debate. 175-206.

- 124 -



More intriguing information

1. The name is absent
2. Menarchial Age of Secondary School Girls in Urban and Rural Areas of Rivers State, Nigeria
3. Evolution of cognitive function via redeployment of brain areas
4. EXPANDING HIGHER EDUCATION IN THE U.K: FROM ‘SYSTEM SLOWDOWN’ TO ‘SYSTEM ACCELERATION’
5. Social Balance Theory
6. The name is absent
7. The name is absent
8. Trade Openness and Volatility
9. The name is absent
10. The name is absent