Collins, K. E. Video games audio. Retrieved November 19, 2003, from http://www.dullien-inc. ... llins/texts/vgaudio.pdf
Added by: Mark Grimshaw-Aagaard 09/09/2004, 20:50
Collins, K. (2005). From bits to hits: Video games music changes its tune. Film International, 12, 4–19.
Added by: Mark Grimshaw-Aagaard 24/09/2010, 08:02
Collins, K. E. (2007). GamesSound.com: Academic research into games audio. Retrieved January 4, 2008, from http://gamessound.com/
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 10/03/2014, 14:28
Collins, K. (2008). Game sound: An introduction to the history, theory, and practice of video game music and sound design. Cambridge, Massachusetts: MIT Press.
Added by: Mark Grimshaw-Aagaard 19/10/2008, 03:44
Collins, K. (2013). Playing with sound. Cambridge, Massachusetts: MIT Press.
Added by: Mark Grimshaw-Aagaard 10/03/2014, 14:35
Collins, K. (2014). Breaking the fourth wall? User-generated sonic content in virtual worlds. In M. Grimshaw (Ed), The Oxford Handbook of Virtuality. (pp. 351–363). New York: Oxford University Press.
Added by: Mark Grimshaw-Aagaard 18/01/2014, 12:01
Collins, K. (2007). An introduction to the participatory and non-linear aspects of video games audio. In S. Hawkins & J. Richardson (Eds.), Essays on Sound and Vision. Helsinki: Helsinki University Press.
Added by: Mark Grimshaw-Aagaard 03/02/2009, 05:00
Interactive audio responds directly to player actions.
Adaptive audio reacts to gameplay and can anticipate player actions. (Mor attuned to plot, narrative than to individual player actions.)
Dynamic audio is the term Collins uses to cover both interactive and adaptive audio.
Adaptive non-diegetic sounds react to gameplay but are outside the diegesis and are sounds that are not affected directly by player actions.
Interactive non-diegetic sounds are produced in response to player actions but are still outside the diegesis.
Non-dynamic diegetic sounds are not sounded in response to the player's actions but are part of the diegesis.
Interactive non-diegetic sounds are produced directly as a result of player's actions and are diegetic.
Collins also defines kinetic gestural interaction for both diegetic and non-diegetic sound as an extremely direct form of sonic interaction. The example she gives is the use of the joystick or controller to player the ocarina melodies in Selda. Other examples include the playing of guitars in Guitar Hero.
Collins, K., Tessler, H., Harrigan, K., Dixon, M. J., & Fugelsang, J. (2011). Sound in electronic gambling machines: A review of the literature and its relevance to game sound. In M. Grimshaw (Ed), Game sound technology and player interaction: concepts and developments. (pp. 1–21). Hershey (PA): IGI.
Added by: Mark Grimshaw-Aagaard 29/09/2021, 07:09
Grimshaw, M., & Garner, T. (2014). Embodied virtual acoustic ecologies of computer games. In K. E. Collins, B. Kapralos & H. Tessler (Eds.), The Oxford Handbook of Interactive Audio. (pp. 181–195). New York: Oxford University Press.
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 16/05/2014, 10:08