Aarseth, E., Smedstad, S. M., & Sunnanå, L. 2003, November 4–6, A multi-dimensional typology of games. Paper presented at Level Up. |
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Last edited by: Mark Grimshaw-Aagaard 20/09/2005, 10:18 |
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Adams, E. W. 2003, November 4–6, The construction of ludic space. Paper presented at Level Up. |
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Last edited by: Mark Grimshaw-Aagaard 20/09/2005, 10:17 |
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Anderson, M. L. (2003). Embodied cognition: A field guide. Articificial Intelligence, 149, 91–130. |
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Added by: Mark Grimshaw-Aagaard 17/02/2011, 07:55 |
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Böhm, S., & Bruni, A. (2003). Intro. Ephemera, 3 Retrieved September 6, 2004, from http://www.ephemeraweb. ... al/3-4/3-4editorial.pdf |
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Added by: Mark Grimshaw-Aagaard 06/09/2004, 16:10 |
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Boyd, A. (2003). When worlds collide: Sound and music in films and games. Gamasutra, Retrieved September 6, 2004, from http://www.gamasutra.co ... /20030204/boyd_01.shtml |
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Added by: Mark Grimshaw-Aagaard 11/03/2006, 11:23 |
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Brand, J. E., Knight, S., & Majewski, J. 2003, November 4–6, The diverse worlds of computer games: A content analysis of spaces, populations, styles and narratives. Paper presented at Level Up. |
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Added by: Mark Grimshaw-Aagaard 11/09/2006, 10:59 |
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Breitsameter, S. (2003). Acoustic ecology and the new electroacoustic space of digital networks. Soundscape, 4(2), 24–30. |
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Last edited by: Mark Grimshaw-Aagaard 06/12/2006, 10:41 |
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Brennan, A. (2003-2017). Necessary and sufficient conditions. Stanford Encyclopedia of Philosophy. Retrieved October 3, 2017, from https://plato.stanford. ... s/necessary-sufficient/. |
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Added by: Mark Grimshaw-Aagaard 08/10/2017, 11:35 |
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Bridgett, R. (2003). Audio pre-design. Retrieved March 8, 2004, from http://www3.sympatico.ca/qualish/pre.htm |
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Added by: Mark Grimshaw-Aagaard 10/10/2006, 10:42 |
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Bridgett, R. (2003). Off screen sound in interactive media. Retrieved November 25, 2021, from http://web.archive.org/ ... d-design.org.uk/off.htm |
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Last edited by: Mark Grimshaw-Aagaard 25/10/2021, 13:35 |
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Bridgett, R. (2003). Subtlety and silence. Retrieved September 9, 2003, from http://www3.sympatico.c ... evelop-Oct2002-Pg28.jpg |
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Added by: Mark Grimshaw-Aagaard 06/09/2004, 17:31 |
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Bridgett, R. (2003). The first stage of sound design is ... well ... er ... design. Retrieved November 25, 2021, from http://web.archive.org/ ... esign.org.uk/design.htm |
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Last edited by: Mark Grimshaw-Aagaard 25/10/2021, 13:34 |
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Bull, M., & Back, L. (Eds). (2003). The auditory culture reader. Oxford: Berg. |
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Added by: Mark Grimshaw-Aagaard 14/05/2016, 11:14 |
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Burn, A., Carr, D., & Schott, G. 2003, September 1. Why should we study digital games? MediaMagazine, pp. 9–11. |
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Added by: Mark Grimshaw-Aagaard 06/09/2004, 17:52 |
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Burn, A., & Parker, D. (2003). Analysing media texts. London: Continuum. |
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Added by: Mark Grimshaw-Aagaard 08/11/2006, 10:44 |
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The sound of horror. 2003, August 29. B. Carpenter (Producer). Boston: WZBC 90.3 FM Boston College. |
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Last edited by: Mark Grimshaw-Aagaard 20/11/2008, 08:48 |
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Carr, D. (2003). Play dead: Genre and affect in silent hill and planescape torment. Game Studies, 3(1). Retrieved September 16, 2003, from http://www.gamestudies.org/0301/carr/ |
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Last edited by: Mark Grimshaw-Aagaard 04/09/2006, 15:01 |
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Castellano, D. J. (2003). Does Aristotle really say that bees are deaf? Retrieved August 19, 2015, from http://www.arcaneknowle ... ltheo/aristotlebees.htm |
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Last edited by: Mark Grimshaw-Aagaard 19/08/2015, 17:07 |
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Cobussen, M. (2003). Ethics and/in/as silence. Ephemera, 3 Retrieved September 9, 2004, from http://www.ephemeraweb. ... nal/3-4/3-4cobussen.pdf |
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Added by: Mark Grimshaw-Aagaard 09/09/2004, 20:47 |
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Consalvo, M. (2003). Zelda 64 and video game fans. Television & New Media, 4, 321–334. |
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Added by: Mark Grimshaw-Aagaard 01/07/2010, 03:11 |
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