Sound Research WIKINDX

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Displaying 1 - 17 of 17 (Bibliography: WIKINDX Master Bibliography)
Keyword:  Diegetic/non-diegetic
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Diegesis. (2003-2006). Wikipedia, Retrieved January 12, 2006, from  
Last edited by: sirfragalot 05/15/2006 12:44:20 PM
Diegesis.(2005). In Oxford English Dictionary Online Oxford: Oxford University Press.  
Last edited by: sirfragalot 02/01/2006 04:16:33 PM
Bridgett, R. (1999). Aural imagery: Sonic ambiguity in time based media. Retrieved September 18, 2003, from  
Added by: sirfragalot 09/06/2004 04:57:52 PM
Chion, M. (1994). Audio-vision: Sound on screen C. Gorbman, Trans. New York: Columbia University Press.  
Added by: sirfragalot 06/07/2021 08:48:33 AM
Curtis, S. (1992). The sound of the early Warner Bros. cartoons. In R. Altman (Ed.), Sound Theory Sound Practice (pp. 191–203). New York: Routledge.  
Last edited by: sirfragalot 02/13/2020 01:23:39 PM
Ekman, I. 2005, Meaningful noise: Understanding sound effects in computer games. Paper presented at Digital Arts and Cultures, Kopenhagen.  
Last edited by: sirfragalot 10/14/2008 01:21:01 AM
van Elferen, I. (2011). ¡un forastero! Issues of virtuality and diegesis in videogame music. Music and the Moving Image, 4(2), 30–39.  
Added by: sirfragalot 07/10/2012 11:28:50 AM
Grieb, M. (2002). Run lara run. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 157–170). London: Wallflower Press.  
Added by: sirfragalot 10/04/2004 05:01:57 PM
Grimshaw, M., Lindley, C. A., & Nacke, L. 2008, October 22—23 Sound and immersion in the first-person shooter: Mixed measurement of the player's sonic experience. Paper presented at Audio Mostly 2008, Piteå, Sweden.  
Last edited by: Deleted user 07/31/2009 04:58:36 PM
Jørgensen, K. (2007). On transdiegetic sounds in computer games. Northern Lights, 5, 105–117.  
Added by: sirfragalot 01/05/2009 10:37:08 AM
Kromand, D. 2008, October 22—22 Sound and the diegesis in survival-horror games. Paper presented at Audio Mostly 2008, Piteå, Sweden.  
Added by: sirfragalot 11/24/2008 11:12:05 AM
Laurel, B. (1993). Computers as theatre. New York: Addison-Wesley.  
Last edited by: sirfragalot 05/15/2008 10:25:48 AM
Palmer, I. J. (2002). How realistic is the sound design in the D-Day landing sequence in Saving Private Ryan? Unpublished thesis master's, Bournemouth University.  
Last edited by: sirfragalot 03/11/2006 11:12:43 AM
Taylor, L. N. (2002). Video games: Perspective, point-of-view, and immersion. Unpublished thesis master's, University of Florida.  
Last edited by: sirfragalot 11/04/2006 12:01:23 PM
Truppin, A. (1992). And then there was sound: The films of Andrei Tarkovsky. In R. Altman (Ed.), Sound Theory Sound Practice (pp. 235–248). New York: Routledge.  
Last edited by: sirfragalot 01/11/2006 02:08:06 AM
Whalen, Z. (2004). Play along -- an approach to videogame music. Game Studies, 4(1). Retrieved February 20, 2005, from  
Added by: sirfragalot 12/06/2015 07:50:01 PM
Wolf, M. J. P. (2001). Time in the video game. In M. J. P. Wolf (Ed.), The Medium of the Video Game (pp. 78–91). Austin: University of Texas Press.  
Added by: sirfragalot 02/14/2006 11:28:37 AM
WIKINDX 6.4.10 | Total resources: 1097 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)

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