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Ekman, I. 2005 Meaningful noise: Understanding sound effects in computer games. Paper presented at Digital Arts and Cultures, Kopenhagen.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 14/10/2008, 01:21
Ekman, I. 2007, September 27–28. Sound-based gaming for sighted audiences: Experiences from a mobile multiplayer location aware game. Paper presented at Audio Mostly 2007.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 11/08/2008, 13:01
Ekman, I. 2008, October 22–23. Psychologically motivated techniques for emotional sound in computer games. Paper presented at Audio Mostly 2008, Piteå, Sweden.   
Added by: Mark Grimshaw-Aagaard 08/01/2009, 10:14
Ekman, I., & Kajastila, R. 2009, February 11–13, Localisation cues affect emotional judgements: Results from a user study on scary sound. Unpublished paper presented at AES 35th International Conference, London.   
Added by: Mark Grimshaw-Aagaard 02/02/2009, 09:39
Ekman, I., Lahti, J., Nummela, J., Lankoski, P., & Mäyrä, F. 2005, June 16–20. Designing sound for a pervasive mobile game. Paper presented at Changing Views -- Worlds in Play, Toronto.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 07/01/2019, 12:02
Ekman, I., & Lankoski, P. (2009). Hair-raising entertainment: Emotions, sound, and structure in silent hill 2 and fatal frame. In B. Perron (Ed), Horror Video Games: Essays on the Fusion of Fear and Play. Jefferson, NC: McFarland.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 03/03/2013, 08:37
WIKINDX 6.17.0 | Total resources: 1557 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA) | Time Zone: Europe/Copenhagen (+02:00)