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Cunningham, S., Grout, V., & Hebblewhite, R. 2006, October 11–12. Computer game audio: The unappreciated scholar of the Half-Life generation. Paper presented at Audio Mostly 2006, Piteå, Sweden.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 15/02/2008, 10:56
Garcia, J. M. 2006, October 11–12. From heartland values to killing prostitutes: An overview of sound in the video game Grand Theft Auto Liberty City Stories. Paper presented at Audio Mostly 2006, Piteå, Sweden.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 17/09/2009, 09:49
"In the most immersing environments reminders of the structural level of the game are gone and the player can concentrate on the game-world level."
Jørgensen, K. 2006, October 11–12. On the functional aspects of computer game audio. Paper presented at Audio Mostly 2006, Piteå, Sweden.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 20/09/2009, 10:53
"...gamers now expect realistic audo samples to be used in games, and critically, the use of such sounds will make the audio world more immersive and thus, [sic] effective."  
"[...] game audio has the over-arching role of supporting a user system while also supporting the sense of presence in a fictional world."  
When purchasing a game, game audio is not a motivating factor (playability and graphics are).
Nordahl, R., Serafin, S., Böttcher, N., & Gelineck, S. 2006, October 11–12. Physically based sonic interaction synthesis for computer games. Paper presented at Audio Mostly 2006, Piteå, Sweden.   
Added by: Mark Grimshaw-Aagaard 05/05/2008, 10:41
Röber, N., Deutshmann, E. C., & Masuch, M. 2006, October 11–12. Authoring of 3D virtual auditory environments. Paper presented at Audio Mostly 2006, Piteå, Sweden.   
Added by: Mark Grimshaw-Aagaard 15/02/2008, 11:45
WIKINDX 6.18.0 | Total resources: 1586 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA) | Time Zone: Europe/Copenhagen (+01:00)