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References
Aarseth, E. (1997). Cybertext. Baltimore, Md.: Johns Hopkins University Press. Available from: https://books.google.co.uk/books?id=qx_-zj0-TwoC
Baudrillard, J. (1988). Simulacra and Simulations. [online] Web.stanford.edu. Available at: https://web.stanford.edu/class/history34q/readings/Baudrillard/Baudrillard_Simulacra.html [Accessed 6 Sep. 2017].
Bollnow, O. and Kohlmaier, J. (2011). Human space. London: Hyphen.
Brody, R. (2011). Hyper Criticism. [online] The New Yorker. Available at: http://www.newyorker.com/culture/richard-brody/hyper-criticism [Accessed 6 Sep. 2017].
Ha, T. (2016). This April Fool’s joke perfectly trolls online trolls. [online] Quartz. Available at: https://qz.com/653018/this-april-fools-joke-perfectly-trolls-online-trolls/ [Accessed 6 Sep. 2017].
Hawisher, G. and Selfe, C. (1999). Passions, pedagogies, and 21st century technologies. Logan: Utah State University Press.
Hayles, N. (2012). How we think. Chicago: University of Chicago Press.
Herz, J. (1997). Joystick nation. Boston: Little, Brown, and Co.
James, W. (1890). Classics in the History of Psychology -- James (1890) Chapter 11. [online] Psychclassics.yorku.ca. Available at: http://psychclassics.yorku.ca/James/Principles/prin11.htm [Accessed 6 Sep. 2017].
Karinthy, F. (1929). Chain-Links. [ebook] Oakland: Mills College. Available at: https://djjr-courses.wdfiles.com/local--files/soc180%3Akarinthy-chain-links/Karinthy-Chain-Links_1929.pdf [Accessed 6 Sep. 2017].
Koolstra, C., Peeters, A. and Spinhof, H. (2002). The Pros and Cons of Dubbing and Subtitling. [online] Journals.sagepub.com. Available at: http://journals.sagepub.com/doi/abs/10.1177/0267323102017003694 [Accessed 6 Sep. 2017].
Landow, G. (2006). Hypertext 3.0. Baltimore: The Johns Hopkins University press.
Madigan, J. (2011). The Psychology of Immersion. [online] The Psychology of Video Games. Available at: http://www.psychologyofgames.com/2011/03/the-psychology-of-immersion/ [Accessed 6 Sep. 2017].
Nyce, J. (1991). From Memex to hypertext. Boston: Academic Press.
Rosenberg, S. (2015). The Failed Promise of Deep Links. [online] Medium. Available at: https://medium.com/backchannel/the-failed-promise-of-deep-links-aa307b3abaa5 [Accessed 6 Sep. 2017].
Ryan, M. (2017). Immersion vs. Interactivity: Virtual Reality and Literary Theory. [online] Faculty.humanities.uci.edu. Available at: http://faculty.humanities.uci.edu/poster/syllabi/readings/ryan.html [Accessed 6 Sep. 2017].
Stuart, K. (2010). What do we mean when we call a game 'immersive'?. [online] Available at: https://www.theguardian.com/technology/gamesblog/2010/aug/10/games-science-of-immersion [Accessed 6 Sep. 2017].
The Statistics Portal. (2017). Number of smartphone users worldwide 2014-2020. [online] Available at: https://www.statista.com/statistics/330695/number-of-smartphone-users-worldwide/ [Accessed 6 Sep. 2017].
Wolf, M. and Perron, B. (2013). The Video Game Theory Reader. Hoboken: Taylor and Francis.
Wood, J. (1998). The virtual embodied. London: Routledge.
Baudrillard, J. (1988). Simulacra and Simulations. [online] Web.stanford.edu. Available at: https://web.stanford.edu/class/history34q/readings/Baudrillard/Baudrillard_Simulacra.html [Accessed 6 Sep. 2017].
Bollnow, O. and Kohlmaier, J. (2011). Human space. London: Hyphen.
Brody, R. (2011). Hyper Criticism. [online] The New Yorker. Available at: http://www.newyorker.com/culture/richard-brody/hyper-criticism [Accessed 6 Sep. 2017].
Ha, T. (2016). This April Fool’s joke perfectly trolls online trolls. [online] Quartz. Available at: https://qz.com/653018/this-april-fools-joke-perfectly-trolls-online-trolls/ [Accessed 6 Sep. 2017].
Hawisher, G. and Selfe, C. (1999). Passions, pedagogies, and 21st century technologies. Logan: Utah State University Press.
Hayles, N. (2012). How we think. Chicago: University of Chicago Press.
Herz, J. (1997). Joystick nation. Boston: Little, Brown, and Co.
James, W. (1890). Classics in the History of Psychology -- James (1890) Chapter 11. [online] Psychclassics.yorku.ca. Available at: http://psychclassics.yorku.ca/James/Principles/prin11.htm [Accessed 6 Sep. 2017].
Karinthy, F. (1929). Chain-Links. [ebook] Oakland: Mills College. Available at: https://djjr-courses.wdfiles.com/local--files/soc180%3Akarinthy-chain-links/Karinthy-Chain-Links_1929.pdf [Accessed 6 Sep. 2017].
Koolstra, C., Peeters, A. and Spinhof, H. (2002). The Pros and Cons of Dubbing and Subtitling. [online] Journals.sagepub.com. Available at: http://journals.sagepub.com/doi/abs/10.1177/0267323102017003694 [Accessed 6 Sep. 2017].
Landow, G. (2006). Hypertext 3.0. Baltimore: The Johns Hopkins University press.
Madigan, J. (2011). The Psychology of Immersion. [online] The Psychology of Video Games. Available at: http://www.psychologyofgames.com/2011/03/the-psychology-of-immersion/ [Accessed 6 Sep. 2017].
Nyce, J. (1991). From Memex to hypertext. Boston: Academic Press.
Rosenberg, S. (2015). The Failed Promise of Deep Links. [online] Medium. Available at: https://medium.com/backchannel/the-failed-promise-of-deep-links-aa307b3abaa5 [Accessed 6 Sep. 2017].
Ryan, M. (2017). Immersion vs. Interactivity: Virtual Reality and Literary Theory. [online] Faculty.humanities.uci.edu. Available at: http://faculty.humanities.uci.edu/poster/syllabi/readings/ryan.html [Accessed 6 Sep. 2017].
Stuart, K. (2010). What do we mean when we call a game 'immersive'?. [online] Available at: https://www.theguardian.com/technology/gamesblog/2010/aug/10/games-science-of-immersion [Accessed 6 Sep. 2017].
The Statistics Portal. (2017). Number of smartphone users worldwide 2014-2020. [online] Available at: https://www.statista.com/statistics/330695/number-of-smartphone-users-worldwide/ [Accessed 6 Sep. 2017].
Wolf, M. and Perron, B. (2013). The Video Game Theory Reader. Hoboken: Taylor and Francis.
Wood, J. (1998). The virtual embodied. London: Routledge.