Bather, N. (2004). The darkness of Mordor: The sound of evil in The Lord of the Rings. Screen Education, 37, 167–170. |
|
Last edited by: Mark Grimshaw-Aagaard 4/11/06, 10:47 AM |
|
Bringsjord, S. (2001). Is it possible to build dramatically compelling interactive digital entertainment (in the form, e.g., of computer games)? Game Studies, 1(1). Retrieved September 16, 2003, from http://www.gamestudies.org/0101/bringsjord/ |
|
Last edited by: Mark Grimshaw-Aagaard 9/4/06, 3:00 PM |
|
Brown, B., Rutherford, P., & Crawford, P. (2015). The role of noise in clinical environments with particular reference to mental health care: A narrative review. International Journal of Nursing Studies, 52(9), 1514–1524. |
|
Added by: Mark Grimshaw-Aagaard 3/11/18, 9:41 PM |
|
Burn, A., & Schott, G. (2004). Heavy hero or digital dummy? Multimodal player-avatar relations in Final Fantasy 7. visual communication, 3(2), 213–233. |
|
Last edited by: Mark Grimshaw-Aagaard 8/15/06, 3:13 PM |
|
Carr, D. (2006). Games and narrative. In Computer Games: Text, Narrative and Play (pp. 30–44). Cambridge: Polity. |
|
Added by: Mark Grimshaw-Aagaard 8/21/06, 3:48 PM |
|
Chion, M. (1994). Audio-vision: Sound on screen C. Gorbman, Trans. New York: Columbia University Press. |
|
Added by: Mark Grimshaw-Aagaard 6/7/21, 8:48 AM |
|
Darley, A. (2000). Visual digital culture: Surface play and spectacle in new media genres. London: Routledge. |
|
Last edited by: Mark Grimshaw-Aagaard 11/5/06, 11:59 AM |
|
Eskelinen, M. (2001). The gaming situation. Game Studies, 1(1). Retrieved August 31, 2006, from http://www.gamestudies.org/0101/eskelinen/ |
|
Added by: Mark Grimshaw-Aagaard 8/31/06, 2:44 PM |
|
Grodal, T. (2003). Stories for eye, ear, and muscles: Video games, media, and embodied experiences. In M. J. P. Wolf & B. Perron (Eds), The Video Game Theory Reader (pp. 129–155). New York: Routledge. |
|
Last edited by: Mark Grimshaw-Aagaard 8/22/06, 8:23 AM |
|
Hourigan, B. , The utopia of open space in role-playing videogames. Paper presented at 5th International Digital Arts and Culture Conference, RMIT, Melbourne. |
|
Added by: Mark Grimshaw-Aagaard 9/10/04, 8:42 AM |
|
Iyendo, T. O. (2016). Exploring the effect of sound and music on health in hospital settings: A narrative review. International Journal of Nursing Studies, 63(82), 82–100. |
|
Last edited by: Mark Grimshaw-Aagaard 3/11/18, 9:40 PM |
|
Juul, J. (2001). Games telling stories? A brief note on games and narratives. Game Studies, 1(1). Retrieved September 16, 2003, from http://www.gamestudies.org/0101/juul-gts/ |
|
Last edited by: Mark Grimshaw-Aagaard 9/4/06, 3:02 PM |
|
King, G., & Krzywinska, T. (2002). Cinema/videogames/interfaces. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 1–32). London: Wallflower Press. |
|
Added by: Mark Grimshaw-Aagaard 4/11/06, 1:42 PM |
|
King, G. (2003). Die hard/try harder: Narrative, spectacle and beyond, from hollywood to videogame. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 50–65). London: Wallflower Press. |
|
Added by: Mark Grimshaw-Aagaard 9/23/04, 12:28 PM |
|
Kücklich, J. (2003). Perspectives of computer game philology. Game Studies, 3(1). Retrieved September 16, 2003, from http://www.gamestudies.org/0301/kucklich/ |
|
Last edited by: Mark Grimshaw-Aagaard 9/4/06, 3:02 PM |
|
Laurel, B. (1993). Computers as theatre. New York: Addison-Wesley. |
|
Last edited by: Mark Grimshaw-Aagaard 5/15/08, 10:25 AM |
|
Liang, W., & Tan, M. C. C. (2002). Vision and virtuality: The construction of narrative space in film and computer games. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 98–109). London: Wallflower Press. |
|
Last edited by: Mark Grimshaw-Aagaard 9/22/05, 1:11 PM |
|
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 |
|
Last edited by: Mark Grimshaw-Aagaard 9/26/05, 11:12 AM |
|
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/ |
|
Last edited by: Mark Grimshaw-Aagaard 3/22/06, 4:10 PM |
|
Mactavish, A. (2002). Technological pleasure: The performance and narrative of technology in Half-Life and other high-tech computer games. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 33–49). London: Wallflower Press. |
|
Last edited by: Mark Grimshaw-Aagaard 1/13/06, 1:10 PM |
|