Mactavish, A. (2002). Technological pleasure: The performance and narrative of technology in Half-Life and other high-tech computer games. In G. King & T. Krzywinska (Eds.), Screenplay: Cinema/Videogames/Interfaces. (pp. 33–49). London: Wallflower Press.
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 13/01/2006, 12:10
"...a significant and relatively unexplored component of the pleasure of computer gameplay is our astonishment at visual and auditory technology ... game designers use visual and auditory display to immerse players into a frenetic virtual world but also to draw attention to the game's virtual world as virtual."
Criticizing linguistics-based theories applied to computer games: "When all meaning is reduced to language, there is very little room left to imagine a phenomenology of sensual experience that can account for the intensely visual and auditory performances that characterise even the most strongly narrative of today's media-rich computer games."
Wang, A. R., Groome, A., Taniguchi, L., Eshel, N., & Bentzley, B. S. (2020). The role of dopamine in reward-related behavior: Shining new light on an old debate. Journal of Neurophysiology, 124(2), 309–311.
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 10/02/2026, 00:59