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1

1966-, Novak Jeannie, ed. Game development essentials. Clifton Park, NY: Thomson Delmar Learning, 2007.

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2

Ash, James. The interface envelope: Gaming, technology, power. New York: Bloomsbury Academic, an imprint of Bloomsbury Publishing, Inc., 2015.

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3

Fradinho, Oliveira Manuel, Hauge Jannicke Baalsrud, Duin Heiko, Thoben Klaus-Dieter, and SpringerLink (Online service), eds. Serious Games Development and Applications: Third International Conference, SGDA 2012, Bremen, Germany, September 26-29, 2012. Proceedings. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012.

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4

Corbacho, Antonio Benitez, and Mario Rubiales Gomez. Video Digital, 2006 / Digital Video 2006 (Guia Practica Para Usuarios / Users Practical Guide). Anaya Multimedia, 2005.

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5

McAlpine, Kenneth B. The Game Boy. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190496098.003.0008.

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This chapter examines the cultural phenomenon that was Nintendo’s Game Boy and suggests that its portability and low cost was pivotal in taking chiptune from primarily a desktop activity to something that could be taken onstage and gigged. Crucial to the Game Boy’s success was Tetris, the machine’s ‘killer app’. It was such a hit that its music made the transition from silicon to vinyl, demonstrating that video game music could be popular music in its own right. After the release of Nanoloop and Little Sound DJ in the late 1990s, musicians realized that the Game Boy was more than just a handheld gaming device; it was a cheap and very portable music workstation. The chapter concludes by looking at how this idea has driven a new wave of equipment hacking, as users have rediscovered and reinvented vintage consoles as musical instruments.
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6

Drachen, Anders, Pejman Mirza-Babaei, and Lennart E. Nacke. Introduction to Games User Research. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0001.

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This chapter provides an introduction to the field of Games User Research (GUR) and to the present book. GUR is an interdisciplinary field of practice and research concerned with ensuring the optimal quality of usability and user experience in digital games. GUR inevitably involves any aspect of a video game that players interface with, directly or indirectly. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effort—it is written by passionate professionals and researchers in the GUR community as a handbook and guide for everyone interested in user research and games. We aim to provide the most comprehensive overview from an applied perspective, for a person new to GUR, but which is also useful for experienced user researchers.
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7

Zammitto, Veronica. Games User Research as part of the development process in the game industry. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0002.

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Practising Games User Research within a video game company possesses unique challenges, ranging from tight turnaround of findings to collaborating with the development team and incorporating the needs of the rest of company. This chapter describes processes and best practices for applying GUR in the industry while identifying and avoiding potential pitfalls.
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8

Williams, Duncan, and Newton Lee. Emotion in Video Game Soundtracking. Springer, 2019.

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9

Williams, Duncan, and Newton Lee. Emotion in Video Game Soundtracking. 2018.

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10

Kerins, Mark. Multichannel Gaming and the Aesthetics of Interactive Surround. Edited by John Richardson, Claudia Gorbman, and Carol Vernallis. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199733866.013.014.

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This article appears in theOxford Handbook of New Audiovisual Aestheticsedited by John Richardson, Claudia Gorbman, and Carol Vernallis. This chapter examines multichannel sound—specifically 5.1-channel surround sound—in video games, using gaming genres to explore the varying ways that games structure the three-way relationship among a multichannel sound track, onscreen visuals, and the game play itself. This approach uncovers distinct strategies of multichannel usage in platformers, first-person shooters, third-person 3D games, and rhythm games, and shows how these differ from traditional cinematic multichannel uses, especially in the way they problematize the relationship between image and sound. These differing approaches to game aesthetics illustrate different ways of conceiving the relationship among players, their in-game avatars, and the game world, with the sound mixing “rules” programmed into a game revealing the type of immersion and interactivity the game can promote. For example, some strategies reinforce the player–avatar connection, whereas others increase the distance between them. The chapter concludes by considering how industrial and technical factors unique to gaming impact multichannel sound usage.
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11

Games User Research. Oxford University Press, 2018.

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12

Paavilainen, Janne, Hannu Korhonen, Elina Koskinen, and Kati Alha. Heuristic evaluation of playability. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0015.

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The fierce competition in the video games market and new revenue models such as free-to-play emphasize the importance of good playability for first-time user experience and retention. Cost-effective and flexible evaluation methods such as heuristic evaluation is suitable for identifying playability problems in different phases of the game development life cycle. In this chapter we introduce the heuristic evaluation method with updated playability heuristics, present example studies on identifying playability problems in social network games, and propose new heuristics for evaluating free-to-play games.
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13

Bueno, Fernando. XBOX 360 Handbook: The Official User's Guide (Prima Official Game Guide). Prima Games, 2007.

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14

Chalfoun, Pierre, and Jonathan Dankoff. Developing actionable biometric insights for production teams. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0017.

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In this chapter we describe the challenges and learnings in establishing processes for developing actionable biometric procedures for production teams. The chapter, divided in four main sections, describes the ongoing efforts of recent years to facilitate the incorporation of the science of biometrics into the culture of video game production, as illustrated through several case studies. The end goal is making biometric data an accessible option in the tool chest of user researchers and an ally in the team’s decision-making processes. Throughout the chapter, references to related work in games user research and academia are presented.
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15

Novak, Jeannie, and Kevin Saunders. Game Development Essentials: Game Interface Design. Cengage Delmar Learning, 2006.

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16

Kulshreshth, Arun K., and Joseph J. LaViola Jr. Designing Immersive Video Games Using 3DUI Technologies: Improving the Gamer's User Experience. Springer, 2018.

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17

Kulshreshth, Arun K., and Joseph J. LaViola Jr. Designing Immersive Video Games Using 3DUI Technologies: Improving the Gamer's User Experience. Springer, 2018.

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18

Coyne, Sarah M., Laura M. Padilla-Walker, and Emily Howard. Media Uses in Emerging Adulthood. Edited by Jeffrey Jensen Arnett. Oxford University Press, 2014. http://dx.doi.org/10.1093/oxfordhb/9780199795574.013.003.

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This chapter reviews recent literature on uses, effects, and gratifications of media during emerging adulthood. The authors examine traditional media forms, including television, films, video games, music, and books, and also newer media, such as cell phones, social networking sites, and other Internet use, finding that emerging adults spend more time using media than they spend doing any other activity, with most time being spent on the Internet and listening to music. They also find that exposure to certain types of media content can influence both positive and negative outcomes in emerging adulthood, including aggressive and prosocial behavior, body image, sexual behavior, friendship quality, and academic achievement. The authors show that emerging adults use media to gratify certain needs, key among them entertainment, autonomy, identity, and intimacy needs. The authors discuss areas for future research involving media and emerging adulthood.
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19

Reynolds, Daniel. Media in Mind. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780190872519.001.0001.

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Media in Mind argues that media perform constitutive roles in the minds of media users. It employs pragmatic philosophy and contemporary philosophy of mind in showing how media function in their users’ minds. This troubles the concept of internal mental representations, which has been central to both media studies and philosophy of mind. Media in Mind discusses film and video games that pose perceptual challenges for their users. It proposes new understandings of media platforms and interfaces. It discusses platforms as a way of thinking about emergence, a theoretical concern that crosses disciplinary boundaries. It shows how the interface goes beyond the surface of media to encompass media users and their interactions with media technologies. It shows how media technologists imagine the bodies of potential users of the devices that they design. It proposes that media, media technologies, minds, and bodies should be considered as aspects of a continuous ecology in which they all participate.
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20

Patterson, Christopher B. Open World Empire. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479802043.001.0001.

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Video games vastly outpace all other entertainment media in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products, yet their very existence has been conditioned upon the spread of militarized technology, the exploitation of already existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before them, video games have become the main artistic expression of empire today and thus form an understanding for how war and imperial violence proceed under the signs of openness, transparency, and digital utopia. To understand games as such, this book uses Asian American critiques to discusses games as Asian-inflected commodities, with their hardware assembled in Asia, their most talented e-sports players of Asian origin, and most of their genres formed by Asian companies (Nintendo, Sony, Sega). Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic, reminiscent of the works of Roland Barthes, Michel Foucault, and Eve Sedgwick. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against the open world empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments, with grave attention to how games allow us to tell our own stories about ourselves.
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21

Bickford, Tyler. Intimate Media In and Out of the Classroom. Oxford University Press, 2017. http://dx.doi.org/10.1093/acprof:oso/9780190654146.003.0005.

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This chapter considers how girls and boys view the conflict between media consumption and learning in class, focusing on uses of portable media in classroom that take place mostly in secret in the classroom. It compares listening practices in school and at home to bring the institutional structure of kids’ listening practices into relief, and it compares kids uses of portable video gamed devices with MP3 players to explore the gendering of kids’ media consumption. The contrast between discourses of “multitasking” that are volunteered differently by boys and girls suggest that each group sees the fine-grained details of their media interactions as deeply tied up in their social identities in school.
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22

Mitchell, Lucas. Computer Games, Children and the Internet: Technology, Educational Uses and Effects on Cognitive Development. Nova Science Publishers, Incorporated, 2014.

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23

Pallavicini, Federica, and Stéphane Bouchard, eds. Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management. Frontiers Media SA, 2020. http://dx.doi.org/10.3389/978-2-88963-413-2.

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24

Weinel, Jonathan. Abstractions. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190671181.003.0009.

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The concluding chapter of Inner Sound: Altered States of Consciousness in Electronic Music and Audio-Visual Media consolidates the main arguments of the book. The journey taken is recapitulated, from shamanic rituals to psychedelic rock shows and raves; and from outdoor electroacoustic concerts to synaesthetic films and hallucinatory video games. Across these examples, similar underlying principles can be identified, revealing a continuity from ancient shamanism to modern ‘technoshamanism’. Yet while some imperatives have remained consistent, the technologies have evolved, yielding ever-more accurate and sophisticated representations of altered states in electronic music and audio-visual media. This finds us on the brink of ‘Altered States of Consciousness Simulations’, which replicate the sensory experience of altered states using immersive technologies such as fulldomes and virtual reality headsets. Looking forwards, the possible uses and ethical implications of these simulations are explored, at the frontiers of electronic music and art.
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25

Manzo, V. J. Max/MSP/Jitter for Music. Oxford University Press, 2011. http://dx.doi.org/10.1093/oso/9780199777679.001.0001.

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In Max/MSP/Jitter for Music, expert author and music technologist V. J. Manzo provides a user-friendly introduction to a powerful programming language that can be used to write custom software for musical interaction. Through clear, step-by-step instructions illustrated with numerous examples of working systems, the book equips you with everything you need to know in order to design and complete meaningful music projects. The book also discusses ways to interact with software beyond the mouse and keyboard through use of camera tracking, pitch tracking, video game controllers, sensors, mobile devices, and more. This book will be of special value for everyone who teaches music at any level, from classroom instructors to ensemble directors to private studio instructors. Whether you want to create simple exercises for beginning performers or more complex programs for aspiring composers, this book will show you how to write customized software that can complement and even inspire your instructional objectives. No specialist foreknowledge is required to use this book to enliven your experience with music technology. Even musicians with no prior programming skills can learn to supplement their lessons with interactive instructional tools, to develop adaptive instruments to aid in composition and performance activities, and to create measurement tools with which to conduct research. This book allows you to: -Learn how to design meaningful projects for composition, performance, music therapy, instruction, and research -Understand powerful software through this accessible introduction, written for beginners -Follow along through step-by-step tutorials -Grasp the principles by downloading the extensive software examples from the companion website This book is ideal for: -Music educators at all levels looking to integrate software in instruction -Musicians interested in how software can improve their practice and performance -Music composers with an interest in designing interactive music -Music therapists looking to tailor programs to the needs of specific groups or individuals And all who are interested in music technology. Visit the companion website at www.oup.com/us/maxmspjitter
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