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Affordance. (2004-2006). Wikipedia, Retrieved March 20, 2006, from http://en.wikipedia.org/wiki/Affordance  
Last edited by: sirfragalot 05/15/2006 12:45:31 PM
Flach, J. M., & Holden, J. G. (1998). The reality of experience: Gibson's way. Presence: Teleoperators and Virtual Environments, 7(1), 90–95.  
Last edited by: sirfragalot 09/11/2018 05:21:24 PM
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.  
Last edited by: Deleted user 07/31/2009 04:58:36 PM
Kress, G. (2003). Literacy in the new media age. London: Routledge.  
Last edited by: sirfragalot 08/11/2006 12:37:22 PM
Wilhelmsson, U. (2001). Enacting the point of being: Computer games, interaction and film theory. Unpublished thesis PhD, University of Copenhagen, Denmark.  
Added by: sirfragalot 06/19/2008 10:46:57 AM
Zhang, J. Categorization of affordances. Retrieved March 20, 2006, from http://acad88.sahs.uth. ... /hi6301/affordance.html  
Added by: sirfragalot 03/20/2006 04:30:12 PM
WIKINDX 6.4.10 | Total resources: 1097 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)


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