Research Publications for Gareth R Schott

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Author's Publications

Publications BySCHOTT, Gareth R

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  • Barbour, K. N., Hutt, L., & Schott, G. (2017). Slow Drift (video dance premiere). Hammerfest, Norway: The University of Waikato.

  • Schott, G. R. (2017). That Dragon, Cancer: Contemplating life and death in a medium that has frequently trivialized both. In DiGRA '17 - Proceedings of the 2017 DiGRA International Conference Vol. 14 (pp. 1-10). Conference held at Swinburne University of Technology, Melbourne, Australia: Digital Games Research Association.

  • van Vught, J., & Schott, G. R. (2017). Identifying with in-game characters: Exploring player articulations of identification and presence. In F. Hakemulder, M. M. Kuijpers, E. S. Tan, K. Bálint, & M. M. Doicaru (Eds.), Narrative Absorption (pp. 157-175). John Benjamins Publishing Company. doi:10.1075/lal.27.09van

  • Schott, G. R., & Marczak, R. (2016). Exploring the cause of game (derived) arousal: What biometric accounts of player experience revealed. Transactions of the Digital Games Research Association (ToDiGRA): Special Issue: Snowbird DiGRA 2014, 2(2), 31-53.

  • Schott, G. R. (2016). Look up here, I'm in heaven: How visual and performance artist David Jones called attention to his physical death. In David Bowie Interart|text|media Conference. Conference held at University of Lisbon, Portugal.

  • Schott, G., & Marczak, R. (2016). Understanding game actions: The development of a post-processing method for audio-visual scene analysis. In Proceedings of Future Technologies Conference (pp. 521-527). Conference held at San Francisco, United States: IEEE.

  • Schott, G. (2016). Violent Games Rules, Realism and Effect. Bloomsbury Publishing USA.

  • Schott, G., Marczak, R., & Hanna, P. (2016). Sound similarity as a tool for understanding player experience: Applying similarity matrix to gameplay performance segmentation. Transactions of the Digital Games Research Association, 2(3), 221-242.

  • Schott, G. R. (2016). Re-conceptualizing game violence: Who is being protected and from what?. In Video Game Policy: Production, Distribution, and Consumption (pp. 131-145). New York: Routledge (Taylor & Francis).

  • Lorentz, P., Ferguson, C. J., & Schott, G. (2015). Editorial: The experience and benefits of game playing. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 9(3), 3 pages. doi:10.5817/CP2015-3-1

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