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. |
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Last edited by: Deleted user 31/07/2009, 16:58 |
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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 |
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Last edited by: Mark Grimshaw-Aagaard 26/09/2005, 11:12 |
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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/ |
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Last edited by: Mark Grimshaw-Aagaard 22/03/2006, 16:10 |
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Lindley, C. A., & Sennersten, C. C. (2008). Game play schemas: From player analysis to adaptive game mechanics. International Journal of Computer Games Technology, 2008. |
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Added by: Mark Grimshaw-Aagaard 06/05/2008, 10:43 |
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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. |
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Last edited by: Mark Grimshaw-Aagaard 05/03/2011, 09:13 |
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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. |
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Last edited by: Deleted user 31/07/2009, 16:50 |
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