Here is a compilation of all sources that have been used in semester 1 as well as a list for future reading.
Bibliography
Brown, E. and Cairns, P. (2004). A Grounded Investigation of Game Immersion. Extended Abstracts of the 2004 Conference on Human Factors and Computing Systems, Vienna April 24-29 2004. New York: ACM. pp. 1297-1300. [online]. Available from: http://www-users.cs.york.ac.uk/~pcairns/papers/Immersion.pdf [Accessed 1st November 2014]
Calleja, G. (2007). Revising Immersion: A Conceptual Model for the Analysis of Digital Game Involvement. Digital Games Research Association (DiGRA). Situated Play, Proceedings of DiGRA 2007 Conference. [online]. Available from: http://www.digra.org/wp-content/uploads/digital-library/07312.10496.pdf [Accessed 3rd November 2014]
Collins, K. (2008). Game Sound An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design. Cambridge, Massachusetts: Massachusetts Institute of Technology.
Dovey, J. And Kennedy, H.W. (2006). Game Cultures: Computer games as new Media. Berkshire: Open University Press.
Ermi, L. and Mäyrä, F. (2005) Fundamantal Components of the Gameplay Experience: Analysing Immersion [online]. In Proceedings of DiGRA 2005 Conference: Changing Views ‐ Worlds in Play. Available from: http://www.digra.org/wp-content/uploads/digital-library/06276.41516.pdf [Accessed October 26 2014]
Huiberts, S. 2010. Captivating Sound, The Role of Audio for Immersion in Computer Games. [online]. Available from: http://download.captivatingsound.com/Sander_Huiberts_CaptivatingSound.pdf [Accessed 20 October 2014].
Jennett et al. (2008). Measuring and defining the experience of immersion in games. Int. J. Human-Computer Studies. 66(May): pp. 641-661.
McMahan, A. (2003). The Video Game Theory Reader. Chapter 3 - Immersion, Engagement, and Presence. New York: Toylor & Francis Books, Inc.
Murray, J. (1997). Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Simon & Schuster.
Stevens and Raybould. 2011. The Game Audio Tutorial: A Practical Guide to Sound and Music for Interactive Games. Burlington, MA: Focal Press.
Stockburger, A. (2003). THE GAME ENVIRONMENT FROM AN AUDITIVE PERSPECTIVE. Level Up, Digital Games Research Conference 2003, Utrecht. [online]. Available from: http://www.stockburger.at/files/2010/04/gameinvironment_stockburger1.pdf [Accessed 23 October 2014]
Strauss, A. and Corbin, J. 1998. Basics of Qualitative Research. 2nd ed. Sage Publications, Inc. [online]. Available from: http://stiba-malang.ac.id/uploadbank/pustaka/RM/BASIC%20OF%20QUALITATIVE%20RESEARCH.pdf [Accessed 1st November 2014]
Taylor, L. 2002. Video Games: Perspective, Point-of-View, and Immersion. [online]. Available from: http://etd.fcla.edu/UF/UFE1000166/taylor_l.pdf [Accessed 25 October 2014]
Further Reading List
Collins, K. (2008). Game Sound An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design. Cambridge, Massachusetts: Massachusetts Institute of Technology.
Droumeva, M. 2005. Understanding immersive audio: A historical and socio-cultural exploration of auditory displays. Proceedings of ICAD 05-Eleventh Meeting of the International Conference on Auditory Display. Limerick, Ireland, July 6-9 2005. Georgia Institute of Technology. [online] Available from: https://smartech.gatech.edu/bitstream/handle/1853/50196/Droumeva2005.pdf?sequence=1 Accessed [11 November 2014]
Ekman, I. 2013. On the Desire to Not Kill Your Players: Rethinking Sound in Pervasive and Mixed Reality Games. Conference: Foundations of Digital Games 2013. [online] Available from: http://www.fdg2013.org/program/papers/paper19_ekman.pdf Accessed on [20 November 2014]
Grimshaw, 2011. Game Sound Technology and Player Interaction: Concepts and Developments. Hershey PA. Information Science Reference (an imprint of IGI Global).
Grimshaw, Charlton and Jagger, 2011. First-Person Shooters: Immersion and Attention. Eludamos. Journal for Computer Game Culture. 2011; 5 (1), pp. 29-44 [online] Available from: http://www.eludamos.org/index.php/eludamos/article/viewArticle/vol5no1-3/html3 Accessed [19 November 2014]
Grimshaw, Lindley and Nacke. 2008. Sound and immersion in the first-person shooter: mixed measurement of the player's sonic experience. Audio Mostly - a conference on interaction with sound. Piteå, Sweden October 22-23 2008. www.audiomostly.com. pp. 9-15. [online] Available from: http://ubir.bolton.ac.uk/244/1/gcct_conferencepr-7.pdf Accessed [15 November 2014]
Horowitz and Looney. 2014 The essential guide to game audio: The theory and practice of sound for games. Burlington, MA: Focal Press.
Huiberts, S. 2010. Captivating Sound, The Role of Audio for Immersion in Computer Games. [online]. Available from: http://download.captivatingsound.com/Sander_Huiberts_CaptivatingSound.pdf [Accessed 20 October 2014].
Shilling, Zyda and Wardynski. 2002. Introducing Emotion into Military Simulation and Videogame Design: America’s Army: Operations and VIRTE. [online]. Available from: http://calhoun.nps.edu/bitstream/handle/10945/41580/ShillingGameon2002.pdf?sequence=1 [Accessed 10 November 2014]
Stevens and Raybould. 2011. The Game Audio Tutorial: A Practical Guide to Sound and Music for Interactive Games. Burlington, MA: Focal Press.
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