Baudrillard, J. (1994). Simulacra and simulation. S. Glaser, Trans. The University of Michigan Press.
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 02/06/2013, 11:19
"[Simulation] is the generation by models of a real without origin or reality: a hyperreal."
"The signs of the real [are substituted] for the real."
"simulation threatens the difference between the "true" and the "fake," the "real" and the "imaginary."
"Illusion is no longer possible, because the real is no longer possible."
The real no longer coincides with simulation models. They are no longer co-existent.
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
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
Noser, H., & Thalmann, D. (1998). Sensor-based synthetic actors in a tennis game simulation. The Visual Computer, 14, 193–205.