Sound Research WIKINDX

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King, G., & Krzywinska, T. (2006). Film studies and digital games. In J. Rutter & J. Bryce (Eds.), Understanding digital games. (pp. 112–128). London: Sage Publications.    
Added by: Mark Grimshaw-Aagaard 02/06/2007, 02:39
"One of the primary building blocks of film studies that can be applied to games is the close analysis of formal characteristics: the precise manner in which sounds and images are organized on the screen"  
Comparing games to films may highlight similarities or point to differences.  
Diegetic game sound comprises environmental (e.g. distant sound) and reactive sound (e.g. local sound).
Lee, H.-K. (2022). Rethinking creativity: Creative industries, AI and everyday creativity. Media, Culture & Society, 44(3), 601–612.   
Added by: alexb44   Last edited by: alexb44 20/02/2025, 08:45
Moore, A. (2013). The spectacular anus of Joseph Pujol: Recovering the Pétomane's unique historic context. French Cultural Studies, 24(1), 27–43.   
Added by: Mark Grimshaw-Aagaard 15/05/2015, 12:46
Morgan, G. (1990). Images of organization. London: Sage Publications. (Original work published 1986).    
Added by: Mark Grimshaw-Aagaard 04/11/2006, 14:41
"From an autopoietic standpoint random variation provides the seed of possibility that allows the emergence and evolution of new system identities. Random changes can trigger interactions that reverberate throughout the system"  
The autopoietic system "organizes its environment as part of itself [and] if we put ourselves "inside" such systems we come to realize that we are within a closed system of interaction and that the environment is part of the system's organization because it is part of its domain of essential interaction ... a system's transactions with an environment are really transactions within itself"
Pinch, T., & Bijsterveld, K. (2004). Sound studies: New technologies and music. Social Studies of Science, 34(5), 635–648.    
Added by: Mark Grimshaw-Aagaard 13/05/2016, 11:04
"Sound Studies is an emerging interdisciplinary area that studies the material production and consumption of music, sound, noise, and silence, and how these have changed throughout history and within different societies"  
"What S&TS can contribute is a focus on the materiality of sound, its embeddedness not only in history, society, and culture, but also in science and technology and its machines and ways of knowing and interacting."
Rutter, J., & Bryce, J. (Eds). (2006). Understanding digital games. London: Sage Publications.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 02/06/2007, 02:32
Thrift, N. (1996). Spatial formations. London: Sage Publications.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 30/06/2006, 12:34
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