Kline, S., Dyer-Witheford, N., & de Peuter, G. (2003). Digital play: Violence, gender, and the bias of game experience. McGill-Queen's University Press.
Added by: Mark Grimshaw-Aagaard 14/01/2005, 14:25
Moncrieff, S., Dorai, C., & Venkatesh, S. (2001). Analysis of environmental sounds as indexical signs in film. Lecture Notes in Computer Science, 2195, 538–545.
Added by: Mark Grimshaw-Aagaard 24/08/2005, 14:36
Nowak, K. L., Krcmer, M., & Farrar, K. M. (2008). The causes and consequences of presence: Considering the influence of violent video games on presence and aggression. Presence: Teleoperators and Virtual Environments, 17(3), 256–268.
Added by: Mark Grimshaw-Aagaard 09/03/2018, 11:15
Pfeiffer, S., Fischer, S., & Effelsberg, W. 1996, November 18–22. Automatic audio content analysis. Paper presented at fourth ACM international conference on Multimedia, Boston.
Added by: Mark Grimshaw-Aagaard 10/12/2008, 09:59
Schneider, E. F., Lang, A., Shin, M., & Bradley, S. D. (2004). Death with a story: How story impacts emotional, motivational, and physiological responses to first-person shooter video games. Human Communication Research, 30, 361–375.
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 03/06/2008, 15:53