Calleja, G. 2007, September 24–28, Revising immersion: A conceptual model for the analysis of digital game involvement. Paper presented at Situated Play, University of Tokyo. |
|
Added by: Mark Grimshaw-Aagaard 8/23/09, 11:31 AM |
|
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 7/31/09, 4:58 PM |
|
Kattenbelt, C., & Raessens, J. 2003, November 4–6, Computer games and the complexity of experience. Paper presented at Level Up. |
|
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 8/31/06, 10:58 AM |
|
Nacke, L., & Grimshaw, M. (2011). Player-game interaction through affective sound. In M. Grimshaw (Ed), Game sound technology and player interaction: concepts and developments (pp. 264–285). Hershey (PA): IGI. |
|
Added by: Mark Grimshaw-Aagaard 7/14/11, 9:33 AM |
|
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 7/31/09, 4:50 PM |
|
Tinwell, A., Grimshaw, M., & Williams, A. (2011). Uncanny speech. In M. Grimshaw (Ed), Game sound technology and player interaction: concepts and developments (pp. 213–234). Hershey (PA): IGI. |
|
Added by: Mark Grimshaw-Aagaard 7/14/11, 9:30 AM |
|