Sound Research WIKINDX

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Displaying 1 - 18  of 18 (Bibliography: WIKINDX Master Bibliography)
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Bridgett, R. (1999). Aural imagery: Sonic ambiguity in time based media. Retrieved November 25, 2021, from http://web.archive.org/ ... design.org.uk/aural.htm   
Last edited by: Mark Grimshaw-Aagaard 25/10/2021, 13:31
Chion, M. (1994). Audio-vision: Sound on screen. C. Gorbman, Trans. New York: Columbia University Press.   
Added by: Mark Grimshaw-Aagaard 07/06/2021, 08:48
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: Mark Grimshaw-Aagaard 13/02/2020, 13:23
Diegesis. (2003-2006). Wikipedia, Retrieved January 12, 2006, from http://en.wikipedia.org/wiki/Diegetic   
Last edited by: Mark Grimshaw-Aagaard 15/05/2006, 12:44
Diegesis (2005). In Oxford English Dictionary Online Oxford: Oxford University Press.   
Last edited by: Mark Grimshaw-Aagaard 01/02/2006, 16:16
Ekman, I. 2005, Meaningful noise: Understanding sound effects in computer games. Paper presented at Digital Arts and Cultures, Kopenhagen.   
Last edited by: Mark Grimshaw-Aagaard 14/10/2008, 01:21
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: Mark Grimshaw-Aagaard 10/07/2012, 11:28
Grieb, M. (2002). Run lara run. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 157–170). London: Wallflower Press.   
Added by: Mark Grimshaw-Aagaard 04/10/2004, 17:01
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 31/07/2009, 16:58
Jørgensen, K. (2007). On transdiegetic sounds in computer games. Northern Lights, 5, 105–117.   
Added by: Mark Grimshaw-Aagaard 05/01/2009, 10:37
Kromand, D. 2008, October 22, Sound and the diegesis in survival-horror games. Paper presented at Audio Mostly 2008, Piteå, Sweden.   
Added by: Mark Grimshaw-Aagaard 24/11/2008, 11:12
Laurel, B. (1993). Computers as theatre. New York: Addison-Wesley.   
Last edited by: Mark Grimshaw-Aagaard 15/05/2008, 10:25
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: Mark Grimshaw-Aagaard 11/03/2006, 11:12
Space invaders. (1978). [Computer game]. Taito.   
Last edited by: Mark Grimshaw-Aagaard 21/11/2021, 12:13
Taylor, L. N. (2002). Video games: Perspective, point-of-view, and immersion. Unpublished thesis master's, University of Florida.   
Last edited by: Mark Grimshaw-Aagaard 04/11/2006, 12:01
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: Mark Grimshaw-Aagaard 11/01/2006, 02:08
Whalen, Z. (2004). Play along -- an approach to videogame music. Game Studies, 4(1). Retrieved February 20, 2005, from http://www.gamestudies.org/0401/whalen/   
Added by: Mark Grimshaw-Aagaard 06/12/2015, 19:50
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: Mark Grimshaw-Aagaard 14/02/2006, 11:28
WIKINDX 6.9.0 | Total resources: 1303 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)