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Heidegger, M. (1959). An introduction to metaphysics. R. Mannheim, Trans. New Haven and London: Yale University Press. |
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Hermann, T., Hunt, A., & Neuhoff, J. G. (Eds). (2011). The sonification handbook. Berlin: Logos Verlag. |
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Howard, D. M., & Angus, J. (1996). Acoustics and psychoacoustics. Oxford: Focal Press. |
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Huizinga, J. (1971). Homo ludens: A study of the play element in culture. Boston: Beacon Press. |
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Ihde, D. (2007). Listening and voice: Phenomenologies of sound. 2nd ed. Albany (NY): State University of New York Press. (Original work published 1976). |
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Ihde, D. (2010). Embodied technics. Automatic Press / VIP. |
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Innes, H. A. (1972). Empire and communication. 2nd ed. Toronto: University of Toronto Press. (Original work published 1950). |
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Johnson, S. (2002). Emergence: The connected lives of ants, brains, cities and software. London: Penguin Books. (Original work published 2001). |
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Jørgensen, K. (2009). A comprehensive study of sound in computer games: How audio affects player action. Queenston: The Edwin Mellen Press. |
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Kahn, D. (1999). Noise, water, meat: A history of sound in the arts. Cambridge, Massachusetts: MIT Press. |
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Kent, S. L. (2001). The ultimate history of video games: From pong to pokémon -- the story behind the craze that touched our lives and changed the world. Prima Publishing. |
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Keylin, V. (2023). Participatory sound art: Technologies, aesthetics, politics. Singapore: Palgrave Macmillan. |
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Kim-Cohen, S. (2009). In the blink of an ear: Toward a non-cochlear sonic art. New York: Bloomsbury Academic. |
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Kirkpatrick, G. (2011). Aesthetic theory and the video game. Manchester: Manchester University Press. |
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Kline, S., Dyer-Witheford, N., & de Peuter, G. (2003). Digital play: Violence, gender, and the bias of game experience. McGill-Queen's University Press. |
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Kress, G. (2003). Literacy in the new media age. London: Routledge. |
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Kress, G., & van Leeuwen, T. (2001). Multimodal discourse: The modes and media of contemporary communication. London: Hodder Arnold. |
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