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Carr, D. (2003). Play dead: Genre and affect in silent hill and planescape torment. Game Studies, 3(1). Retrieved September 16, 2003, from http://www.gamestudies.org/0301/carr/ |
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Carr, D. (2006). Games and narrative. In Computer Games: Text, Narrative and Play (pp. 30–44). Cambridge: Polity. |
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Carr, D. (2006). Space, navigation and affect. In Computer Games: Text, Narrative and Play (pp. 59–71). Cambridge: Polity. |
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Carter, P. (2004). Ambiguous traces, mishearing, and auditory space. In V. Erlmann (Ed.), Hearing Cultures: Essays on Sound Listening and Modernity (pp. 43–63). Oxford: Berg. |
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Casey, M. A. (1998). Auditory group theory with applications to statistical basis methods for structured audio. Unpublished PhD Thesis, Massachusetts Institute of Technology, Cambridge, MA. |
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Cavalcanti, A. (1939). Sound in films. Retrieved January 16, 2006, from https://web.archive.org ... /575/sound-in-films.htm |
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Chagas, P. C. (2005). Polyphony and embodiment: A critical approach to the theory of autopoiesis. Revista Transcultural de Música, 9 Retrieved July 7, 2006, from http://www.sibetrans.com/trans/trans9/chagas.htm |
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Chalmers, D. J. (2017). The virtual and the real. Disputatio, 9(46), 309–352. |
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Chalmers, D. J. (2022). Reality+: Virtual worlds and the problems of philosophy. New York: W. W. Norton & Company. |
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