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References (IEEE Format)

[1] J. Gardner, “Storylines,” SubStance, vol. 40, no. 1, pp. 53–69, 2011, doi: 10.1353/sub.2011.0008 https://www-jstor-org.ezproxy.library.uq.edu.au/stable/41300188?sid=primo

[2] GlobalWebIndex Q3 2019, Gaming Category, “An exploration of how the gaming landscape is changing” https://www.gwi.com/hubfs/Downloads/Gaming-trends-2019.pdf

[3] Activision Blizzard Media, “Modern Gamer Personas” https://www.activisionblizzardmedia.com/content/dam/atvi/ab-media/gamer-identity/Gallery_of_the_Gamer_-_Modern_Gamer_Personas.pdf

[4] GlobalWebIndex Q3 2020, Gaming personas, “An audience profile on the digital attitudes and behaviors of six gamer types” https://www.gwi.com/hubfs/Downloads/Gaming_Personas.pdf

[5] Retro-Games And Consoles Are The Latest Craze In The Gamer World. Washington, D.C: NPR, 2017. https://www-proquest-com.ezproxy.library.uq.edu.au/docview/2056828330

[6] Richardson, S., Mishuris, R., O'Connell, A., Feldstein, D., Hess, R., Smith, P., McCullagh, L., McGinn, T., & Mann, D. (2017). "Think aloud" and "Near live" usability testing of two complex clinical decision support tools https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5679128/