Sound Research WIKINDX

This originally started off with a focus on sound in digital games and related fields such as flow, affect, and emotion as they relate to immersion/presence in virtual worlds generally. However, it has expanded and now deals with sound in any context or research field as well as areas of interest further afield.
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Recent additions or edits (WIKINDX Master Bibliography)

Edworthy, J., Loxley, S., & Dennis, I. (1991). Improving auditory warning design: Relationship between warning sound parameters and perceived urgency. Human Factors, 33(2), 205–231.
Last edited by: sirfragalot 06/11/2021 06:30:49 AM
Chion, M. (1994). Audio-vision: Sound on screen C. Gorbman, Trans. New York: Columbia University Press.
Added by: sirfragalot 06/07/2021 08:48:33 AM
Droumeva, M. (2011). An acoustic communication framework for game sound: Fidelity, verisimilitude, ecology. In M. Grimshaw (Ed.), Game sound technology and player interaction: concepts and developments (pp. 131–152). Hershey (PA): IGI.
Last edited by: sirfragalot 05/30/2021 07:59:51 AM
Slater, M. (2003). A note on presence terminology. Presence Connect, 3(3).
Last edited by: sirfragalot 05/28/2021 01:42:42 PM
Sakellariou, A. (2020). How RDR2 prioritizes realism at the expense of playability. Retrieved May 28, 2021, from ... xtreme-boring-controls/
Last edited by: sirfragalot 05/28/2021 12:49:24 PM
Melville, T. (2020). Gran Turismo: Realism redefined. Retrieved May 28, 2021, from ... ismo-realism-redefined/
Added by: sirfragalot 05/28/2021 09:16:06 AM
Gormanley, S. (2013). Audio immersion in games: A case study using an online game with background music and sound effects. The computer games journal. 2(2), 103–124.
Last edited by: sirfragalot 05/28/2021 09:01:27 AM
Ribbens, W., & Malliet, S. 2009, May 21—25 Realism in digital games: A quantitative exploration. Unpublished paper presented at The 8th International Conference of the International Communication Association.
Last edited by: sirfragalot 05/28/2021 08:44:34 AM
Tinwell, A., Grimshaw, M., & Williams, A. (2011). The Uncanny Wall. International Journal of Arts and Technology, 4(3), 326–341.
Last edited by: sirfragalot 05/28/2021 08:19:13 AM
The Hum. (n.d.). Retrieved May 26, 2021, from
Added by: sirfragalot 05/26/2021 05:06:07 PM
WIKINDX 6.4.9 | Total resources: 1083 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)

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