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Effects of Narrative on Feelings of Presence in Computer-Game Playing
Unformatted Document Text:  Narrative and Presence - 33 IDSA (2003). Essential facts about the computer and video game industry: 2003 sales, demographics and usage data. Retrieved May 14, 2004, from http://www.theesa.com/EFBrochure.pdf Jenkins, H. (2004). Game design as narrative architecture. In N. Wardrip-Fruin & P. Harrington (Eds.), First person (pp. 118-130). Cambridge, MA: MIT Press. Juul, J. (2001). Games telling stories? A brief note on games and narratives. Game Studies 1(1). Retrieved June 12, 2004, from http://www.gamestudies.org/0101/juul-gts/ Laurel, B. (1993). Computers as theater. Reading, MA: Addision-Wesley. Laurillard, D. (1998). Multimedia and the learner’s experience of narrative. Computers and Education, 31, 229-242. Lee, K. M. (2004a). Presence, explicated. Communication Theory, 14(1), 27-50. Lee, K. M. (2004b). Why presence occurs: Evolutionary psychology, media equation, and presence. Presence: Teleoperators and Virtual Environments, 13, 494-505. Lee, K. M., & Jung, Y. (2004, Oct). Effects of Physical Embodiment on Social Presence of Social Robots. Paper presented at the 7th Annual International Workshop on Presence. Valencia, Spain. Lee, K. M. & Nass, C. (2004). The multiple source effect and synthesized speech: Doubly disembodied language as a conceptual framework. Human Communication Research, 30, 182-207. Lee, K. M., Park, N., & Jin, S-A. (in press). Narrative and interactivity in computer games. In P. Vorderer & J. Bryant (Eds.), Playing computer games: Motives, responses, and consequences. Mahwha, NJ: Lawrence Erlbaum Associates.

Authors: Lee, Kwan Min., Jin, Seung-A., Park, Namkee. and Kang, Sukhee.
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Narrative and Presence - 33
IDSA (2003). Essential facts about the computer and video game industry: 2003 sales, demographics
and usage data. Retrieved May 14, 2004, from http://www.theesa.com/EFBrochure.pdf
Jenkins, H. (2004). Game design as narrative architecture. In N. Wardrip-Fruin & P. Harrington
(Eds.), First person (pp. 118-130). Cambridge, MA: MIT Press.
Juul, J. (2001). Games telling stories? A brief note on games and narratives. Game Studies 1(1).
Retrieved June 12, 2004, from http://www.gamestudies.org/0101/juul-gts/
Laurel, B. (1993). Computers as theater. Reading, MA: Addision-Wesley.
Laurillard, D. (1998). Multimedia and the learner’s experience of narrative. Computers and
Education, 31, 229-242.
Lee, K. M. (2004a). Presence, explicated. Communication Theory, 14(1), 27-50.
Lee, K. M. (2004b). Why presence occurs: Evolutionary psychology, media equation, and presence.
Presence: Teleoperators and Virtual Environments, 13, 494-505.
Lee, K. M., & Jung, Y. (2004, Oct). Effects of Physical Embodiment on Social Presence of Social
Robots. Paper presented at the 7th Annual International Workshop on Presence. Valencia,
Spain.
Lee, K. M. & Nass, C. (2004). The multiple source effect and synthesized speech: Doubly
disembodied language as a conceptual framework. Human Communication Research, 30,
182-207.
Lee, K. M., Park, N., & Jin, S-A. (in press). Narrative and interactivity in computer games. In P.
Vorderer & J. Bryant (Eds.), Playing computer games: Motives, responses, and
consequences. Mahwha, NJ: Lawrence Erlbaum Associates.


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