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Burn, A., Carr, D., & Schott, G. 2003, September 1. Why should we study digital games? MediaMagazine, pp. 9–11.   
Added by: Mark Grimshaw-Aagaard 06/09/2004, 17:52
Burn, A., & Schott, G. (2004). Heavy hero or digital dummy? Multimodal player-avatar relations in Final Fantasy 7. visual communication, 3(2), 213–233.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 15/08/2006, 15:13
"One reason for comparing the playing of a computer game with a performance of oral narrative is that it foregrounds text as event, rather than as object. [However] the playing of games is iterative -- it is many text-events, all different, with a dynamic relation between the computer-game as textual resource or text in potentia, the player as a dynamic textual element, whose fingers and skills become no less a part of the game-system than the avatar's strings of code, and the player as cultural resource, interpreter and adapter of the game's resources in the production of fan art and writing."
Carr, D., Buckingham, D., Burn, A., & Schott, G. (2006). Computer games: Text, narrative and play. Cambridge: Polity.   
Added by: Mark Grimshaw-Aagaard 21/08/2006, 15:38
Grimshaw, M., & Schott, G. 2007, September 10–11. A conceptual framework for the design and analysis of first-person shooter audio. Paper presented at Third International Conference on Games Research and Development, Manchester.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 14/09/2007, 19:54
Grimshaw, M., & Schott, G. 2007, September 24–28. Situating gaming as a sonic experience: The acoustic ecology of first person shooters. Paper presented at Situated Play, University of Tokyo.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 15/02/2008, 09:41
Grimshaw, M., & Schott, G. (2008). A conceptual framework for the analysis of first-person shooter audio and its potential use for game engines. International Journal of Computer Games Technology, 2008.   
Added by: Mark Grimshaw-Aagaard 30/01/2008, 09:27
Marczak, R., Hanna, P., Rouas, J.-L., van Vught, J., & Schott, G. 2014, September 14–20. Sound analysis of gameplay footage [echos] to the understanding of player experience [ethos]: An interdisciplinary approach to feedback-based gameplay metrics. Paper presented at 40th International Computer Music Conference/11th Sound & Music Computing Conference, Athens, Greece.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 20/12/2014, 09:30
Schott, G., & Burn, A. (2004). Art (re)production as an expression of collective agency within Oddworld fan-culture. Work and Days 43/44, 22(1&2), 251–274.   
Added by: Mark Grimshaw-Aagaard 21/08/2006, 15:36
Schott, G., & Kambouri, M. (2003). Moving between the spectral and material plane: Interactivity in social play with computer games. Convergence, 9(3), 41–55.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 20/10/2006, 12:07
The authors note that those new to a game may use its elements in different ways to the expert.
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