Part of
Dialogue across Media
Edited by Jarmila Mildorf and Bronwen Thomas
[Dialogue Studies 28] 2017
► pp. 251270
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Kao, Dominic, Rabindra Ratan, Christos Mousas, Amogh Joshi & Edward F. Melcer
2022. CHI Conference on Human Factors in Computing Systems,  pp. 1 ff. DOI logo
Rennick, Stephanie, Melanie Clinton, Elena Ioannidou, Liana Oh, Charlotte Clooney, E. T., Edward Healy & Seán G. Roberts
2023. Gender bias in video game dialogue. Royal Society Open Science 10:5 DOI logo
Zhang, Yaqi & Yao Song
2022. The Effects of Sensory Cues on Immersive Experiences for Fostering Technology-Assisted Sustainable Behavior: A Systematic Review. Behavioral Sciences 12:10  pp. 361 ff. DOI logo
Švelch, Jan & Jaroslav Švelch
2022. Recasting Life Is Strange: Video Game Voice Acting during the 2016–2017 SAG-AFTRA Strike. Television & New Media 23:1  pp. 44 ff. DOI logo
Švelch, Jan & Jaroslav Švelch
2022. “Definitive playthrough”: Behind-the-scenes narratives in let’s plays and streaming content by video game voice actors. New Media & Society 24:5  pp. 1097 ff. DOI logo

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