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Displaying 1 - 20  of 27 (Bibliography: WIKINDX Master Bibliography)
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Bather, N. (2004). The darkness of Mordor: The sound of evil in The Lord of the Rings. Screen Education, 37, 167–170.   
Last edited by: Mark Grimshaw-Aagaard 11/04/2006, 10:47
Bringsjord, S. (2001). Is it possible to build dramatically compelling interactive digital entertainment (in the form, e.g., of computer games)? Game Studies, 1(1). Retrieved September 16, 2003, from http://www.gamestudies.org/0101/bringsjord/   
Last edited by: Mark Grimshaw-Aagaard 04/09/2006, 15:00
Brown, B., Rutherford, P., & Crawford, P. (2015). The role of noise in clinical environments with particular reference to mental health care: A narrative review. International Journal of Nursing Studies, 52(9), 1514–1524.   
Added by: Mark Grimshaw-Aagaard 11/03/2018, 21:41
Burn, A., & Schott, G. (2004). Heavy hero or digital dummy? Multimodal player-avatar relations in Final Fantasy 7. visual communication, 3(2), 213–233.   
Last edited by: Mark Grimshaw-Aagaard 15/08/2006, 15:13
Carr, D. (2006). Games and narrative. In Computer Games: Text, Narrative and Play (pp. 30–44). Cambridge: Polity.   
Added by: Mark Grimshaw-Aagaard 21/08/2006, 15:48
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
Darley, A. (2000). Visual digital culture: Surface play and spectacle in new media genres. London: Routledge.   
Last edited by: Mark Grimshaw-Aagaard 05/11/2006, 11:59
Eskelinen, M. (2001). The gaming situation. Game Studies, 1(1). Retrieved August 31, 2006, from http://www.gamestudies.org/0101/eskelinen/   
Added by: Mark Grimshaw-Aagaard 31/08/2006, 14:44
Grodal, T. (2003). Stories for eye, ear, and muscles: Video games, media, and embodied experiences. In M. J. P. Wolf & B. Perron (Eds), The Video Game Theory Reader (pp. 129–155). New York: Routledge.   
Last edited by: Mark Grimshaw-Aagaard 22/08/2006, 08:23
Hourigan, B. The utopia of open space in role-playing videogames. Paper presented at 5th International Digital Arts and Culture Conference, RMIT, Melbourne.   
Added by: Mark Grimshaw-Aagaard 10/09/2004, 08:42
Iyendo, T. O. (2016). Exploring the effect of sound and music on health in hospital settings: A narrative review. International Journal of Nursing Studies, 63(82), 82–100.   
Last edited by: Mark Grimshaw-Aagaard 11/03/2018, 21:40
Juul, J. (2001). Games telling stories? A brief note on games and narratives. Game Studies, 1(1). Retrieved September 16, 2003, from http://www.gamestudies.org/0101/juul-gts/   
Last edited by: Mark Grimshaw-Aagaard 04/09/2006, 15:02
King, G. (2003). Die hard/try harder: Narrative, spectacle and beyond, from hollywood to videogame. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 50–65). London: Wallflower Press.   
Added by: Mark Grimshaw-Aagaard 23/09/2004, 12:28
King, G., & Krzywinska, T. (2002). Cinema/videogames/interfaces. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 1–32). London: Wallflower Press.   
Added by: Mark Grimshaw-Aagaard 11/04/2006, 13:42
Kücklich, J. (2003). Perspectives of computer game philology. Game Studies, 3(1). Retrieved September 16, 2003, from http://www.gamestudies.org/0301/kucklich/   
Last edited by: Mark Grimshaw-Aagaard 04/09/2006, 15:02
Laurel, B. (1993). Computers as theatre. New York: Addison-Wesley.   
Last edited by: Mark Grimshaw-Aagaard 15/05/2008, 10:25
Liang, W., & Tan, M. C. C. (2002). Vision and virtuality: The construction of narrative space in film and computer games. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 98–109). London: Wallflower Press.   
Last edited by: Mark Grimshaw-Aagaard 22/09/2005, 13:11
Lindley, C. A. (2002). Conditioning, learning and creation in games: Narrative, the gameplay gestalt and generative simulation. Retrieved May 24, 2004, from http://zerogame.tii.se/pdfs/NILE.pdf   
Last edited by: Mark Grimshaw-Aagaard 26/09/2005, 11:12
Lindley, C. A. (2005). The semiotics of time structure in ludic space as a foundation for analysis and design. Game Studies, 5(1). Retrieved March 22, 2006, from http://www.gamestudies.org/0501/lindley/   
Last edited by: Mark Grimshaw-Aagaard 22/03/2006, 16:10
Mactavish, A. (2002). Technological pleasure: The performance and narrative of technology in Half-Life and other high-tech computer games. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 33–49). London: Wallflower Press.   
Last edited by: Mark Grimshaw-Aagaard 13/01/2006, 13:10
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WIKINDX 6.9.0 | Total resources: 1303 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)