These are the sources and citations used to research Exploration of Audio and Immersion in Video Games. This bibliography was generated on Cite This For Me on

  • Website

    2014 Games Audio Achievement | BAFTA Awards

    2014

    In-text: (2014 Games Audio Achievement | BAFTA Awards, 2014)

    Your Bibliography: Awards.bafta.org. 2014. 2014 Games Audio Achievement | BAFTA Awards. [online] Available at: <http://awards.bafta.org/award/2014/games/audio-achievement> [Accessed 6 January 2015].

  • Book

    Begault, D. R.

    3-D sound for virtual reality and multimedia

    1994 - AP Professional - Boston

    In-text: (Begault, 1994)

    Your Bibliography: Begault, D., 1994. 3-D sound for virtual reality and multimedia. Boston: AP Professional.

  • Journal

    Blaszczynski, A.

    Commentary: A Response to “Problems with the Concept of Video Game “Addiction”: Some Case Study Examples”

    2007 - Int J Ment Health Addiction

    In-text: (Blaszczynski, 2007)

    Your Bibliography: Blaszczynski, A., 2007. Commentary: A Response to “Problems with the Concept of Video Game “Addiction”: Some Case Study Examples”. Int J Ment Health Addiction, 6(2), pp.179-181.

  • Journal

    Brown, E. and Cairns, P.

    A Grounded Investigation of Game Immersion

    2004 - ACM Press (2004)

    In-text: (Brown and Cairns, 2004)

    Your Bibliography: Brown, E. and Cairns, P., 2004. A Grounded Investigation of Game Immersion. ACM Press (2004), pp.1279-1300.

  • Report

    Cairns, P., Cox, A. and Jennett, C.

    BEING “IN THE GAME”

    2009

    In-text: (Cairns, Cox and Jennett, 2009)

    Your Bibliography: Cairns, P., Cox, A. and Jennett, C., 2009. BEING “IN THE GAME”. [online] Available at: <http://www-users.cs.york.ac.uk/~pcairns/papers/JennettPHIGames08.pdf> [Accessed 6 January 2015].

  • Journal

    Cheng, K. and Cairns, P. A.

    Behaviour, realism and immersion in games

    2005 - CHI '05 extended abstracts on Human factors in computing systems - CHI '05

    In-text: (Cheng and Cairns, 2005)

    Your Bibliography: Cheng, K. and Cairns, P., 2005. Behaviour, realism and immersion in games. CHI '05 extended abstracts on Human factors in computing systems - CHI '05,.

  • Website

    Dog, N.

    The Last Of Us - Naughty Dog

    2013

    genre-defining experience blending survival and action elements to tell a character driven story

    In-text: (Dog, 2013)

    Your Bibliography: Dog, N., 2013. The Last Of Us - Naughty Dog. [online] Thelastofus.playstation.com. Available at: <http://www.thelastofus.playstation.com/> [Accessed 6 January 2015].

  • Journal

    Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T. and Walton, A.

    Measuring and defining the experience of immersion in games

    2008 - International Journal of Human-Computer Studies

    In-text: (Jennett et al., 2008)

    Your Bibliography: Jennett, C., Cox, A., Cairns, P., Dhoparee, S., Epps, A., Tijs, T. and Walton, A., 2008. Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies, 66(9), pp.641-661.

  • Journal

    Jørgensen, K.

    Audio and gameplay: an analysis of PvP battlegrounds in World of Warcraft

    2008 - The International Journal of Computer Game Research

    In-text: (Jørgensen, 2008)

    Your Bibliography: Jørgensen, K., 2008. Audio and gameplay: an analysis of PvP battlegrounds in World of Warcraft. The International Journal of Computer Game Research, 8(2).

  • Journal

    Lipscomb, S. D. and Zehnder, S. M.

    Immersion in the Virtual Environment: The Effect of a Musical Score on the Video Gaming Experience

    2004 - Journal of PHYSIOLOGICAL ANTHROPOLOGY and Applied Human Science

    In-text: (Lipscomb and Zehnder, 2004)

    Your Bibliography: Lipscomb, S. and Zehnder, S., 2004. Immersion in the Virtual Environment: The Effect of a Musical Score on the Video Gaming Experience. Journal of PHYSIOLOGICAL ANTHROPOLOGY and Applied Human Science, 23(6), pp.337-343.

  • Website

    Melanson, D.

    Nielsen report finds 56 percent of US households have a modern game console, total gaming time up seven percent

    2012

    In-text: (Melanson, 2012)

    Your Bibliography: Melanson, D., 2012. Nielsen report finds 56 percent of US households have a modern game console, total gaming time up seven percent. [online] Engadget. Available at: <http://www.engadget.com/2012/03/09/nielsen-report-finds-56-percent-of-us-households-have-a-modern-g/> [Accessed 6 January 2015].

  • Website

    Newell, G.

    Valve

    2015

    In-text: (Newell, 2015)

    Your Bibliography: Newell, G., 2015. Valve. [online] Valvesoftware.com. Available at: <http://valvesoftware.com/games/portal.html> [Accessed 6 January 2015].

  • Journal

    Pasch, M., Bianchi-Berthouze, N., van Dijk, B. and Nijholt, A.

    Movement-based sports video games: Investigating motivation and gaming experience

    2009 - Entertainment Computing

    In-text: (Pasch, Bianchi-Berthouze, van Dijk and Nijholt, 2009)

    Your Bibliography: Pasch, M., Bianchi-Berthouze, N., van Dijk, B. and Nijholt, A., 2009. Movement-based sports video games: Investigating motivation and gaming experience. Entertainment Computing, 1(2), pp.49-61.

  • Dissertation

    Röber, N. and Masuch, M.

    Playing Audio-Only Games A compendium of Interacting with Virtual, Auditory Worlds

    2005

    In-text: (Röber and Masuch, 2005)

    Your Bibliography: Röber, N. and Masuch, M., 2005. Playing Audio-Only Games A compendium of Interacting with Virtual, Auditory Worlds. Department of Simulation and Graphics University of Magdeburg, Germany.

  • Dissertation

    Schoenau-Fog, H.

    The Player Engagement Process -An Exploration of Continuation Desire in Digital Games

    2011

    In-text: (Schoenau-Fog, 2011)

    Your Bibliography: Schoenau-Fog, H., 2011. The Player Engagement Process -An Exploration of Continuation Desire in Digital Games. Aalborg University, Copenhagen Department of Architecture, Design and Media Technology Section of Medialogy.

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