Grimshaw, M., Lindley, C. A., & Nacke, L. 2008, October 22–23. Sound and immersion in the first-person shooter: Mixed measurement of the player's sonic experience. Paper presented at Audio Mostly 2008, Piteå, Sweden.
Added by: Mark Grimshaw-Aagaard Last edited by: Deleted user 31/07/2009, 16:58
Lindley, C. A. (2002). Conditioning, learning and creation in games: Narrative, the gameplay gestalt and generative simulation. Retrieved May 24, 2004, from http://zerogame.tii.se/pdfs/NILE.pdf
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 26/09/2005, 11:12
Lindley, C. A. (2005). The semiotics of time structure in ludic space as a foundation for analysis and design. Game Studies, 5(1). Retrieved March 22, 2006, from http://www.gamestudies.org/0501/lindley/
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 22/03/2006, 15:10
Defines three temporal semiotic levels in games:
1. Simulation: the functional characteristics of the game. time frames, quantization, ticks per cycles etc. At the level of the game design(er).
2. Ludic or Game: patterns of player movements, player engagement with the game rules. Turns, tournaments etc. At the level of the player.
3. Narrative: Based upon the three-act restorative structure. Often, especially in action games, the second act (conflict) is the most extended with the first act (beginning) and third act (resolution) often being limited to cut scenes, FMV, display of final scores etc.
Lindley, C. A., & Sennersten, C. C. (2008). Game play schemas: From player analysis to adaptive game mechanics. International Journal of Computer Games Technology, 2008.
Added by: Mark Grimshaw-Aagaard 06/05/2008, 10:43
"a game play schema is understood as a cognitive structure for orchestrating the various cognitive resources required to generate motor outputs of game play in response to the ongoing perception of an unfolding game. A game play schema is therefore the structure and algorithm determining the management of attentional and other cognitive, perceptual, and motor resources required to realize the tasks involved in game play. [...] Schemas can be regarded as mechanisms or algorithms that, among other functions, determine the allocation of attention to cognitive tasks."
Nacke, L., Grimshaw, M., & Lindley, C. A. (2010). More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game. Interacting with Computers, 22(5), 336–343.
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 05/03/2011, 08:13
Nacke, L., Lindley, C. A., & Stellmach, S. 2008, October 20–21. Log who's playing: Psychophysiological game analysis made easy through event logging. Paper presented at Fun and Games, Berlin Heidelberg.
Added by: Mark Grimshaw-Aagaard Last edited by: Deleted user 31/07/2009, 16:50