Bohemia Interactive Studio. (2001). Operation flashpoint: Cold war crisis. [Computer Game]. Codemasters. |
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Breinbjerg, M. (2005). The aesthetic experience of sound: Staging of auditory spaces in 3D computer games. Retrieved January 24, 2006, from http://www.aestheticsofplay.org/breinbjerg.php |
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Bryce, J., & Rutter, J. (2002). Spectacle of the deathmatch: Character and narrative in first-person shooters. In G. King & T. Krzywinska (Eds.), Screenplay: Cinema/Videogames/Interfaces (pp. 66–80). London: Wallflower Press. |
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Bungie Studios. (2001-2004). Halo series. [Computer Game]. Redmond: Microsoft. |
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Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 4/13/06, 2:39 PM |
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Crogan, P. The experience of information in computer games. Paper presented at 5th International Digital Arts and Culture Conference, RMIT, Melbourne. |
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Digital Illusions. (2002). Battlefield 1942. [Computer Game]. Electronic Arts. |
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Added by: Mark Grimshaw-Aagaard 3/6/06, 7:50 AM |
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Eidos Interactive. (1998). Thief: The dark project. [Computer Game]. Activision. |
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Epic Games, & Digital Extremes. (2004). Unreal tournament 2004. [Computer Game]. New York: Atari. |
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Fan fiction inspired by Halo. (n.d.). Retrieved April 13, 2006, from http://halosn.bungie.org/fanfic/ |
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Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 4/17/06, 11:46 AM |
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First-person shooter. (2002-2006). Wikipedia, Retrieved April 12, 2006, from http://en.wikipedia.org/wiki/First-person_shooter |
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Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 5/15/06, 12:46 PM |
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Gamer's Edge. (1992). The catacomb abyss. [Computer Game]. Shreveport LA: Softdisk Publishing. |
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Added by: Mark Grimshaw-Aagaard 3/4/06, 11:35 AM |
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Gray Matter Studios, & id Software. (2001). Return to Castle Wolfenstein. [Computer Game]. Activision. |
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Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 3/6/06, 8:11 AM |
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Grimshaw, M. (2001). Grim Shores 2: Devil's Island. [Computer Game]. |
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Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 7/30/06, 8:59 AM |
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Grimshaw, M. (2001). Grim Shores 3: Atlantis. [Computer Game]. |
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Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 7/30/06, 8:59 AM |
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Grimshaw, M. (2007). The acoustic ecology of the first-person shooter. Unpublished thesis PhD, University of Waikato, New Zealand. |
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Added by: Mark Grimshaw-Aagaard 5/30/07, 4:07 PM |
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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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Added by: Mark Grimshaw-Aagaard Last edited by: Deleted user 7/31/09, 4:58 PM |
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Güttler, C., & Johansson, T. D. Spatial principles of level-design in multi-player first-person shooters. Paper presented at Proceedings of the 2nd workshop on Network and system support for games, Redwood City, California. |
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Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 1/14/05, 12:29 PM |
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id Software. (1993). Doom. [Computer Game]. Activision. |
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Added by: Mark Grimshaw-Aagaard 4/12/06, 3:23 PM |
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id Software. (2004). Doom 3. [Computer Game]. Activision. |
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Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 3/6/06, 8:14 AM |
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Ion Storm. (2000). Deus ex. [Computer Game]. Eidos Interactive. |
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Added by: Mark Grimshaw-Aagaard 4/12/06, 3:28 PM |
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