Grimshaw-Aagaard, M. N. (2024). Ambiguity and vagueness in video game sound. In W. Gibbons & M. Grimshaw-Aagaard (Eds), The Oxford Handbook of Video Game Music and Sound (pp. 271–286). New York: Oxford University Press. |
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Grimshaw-Aagaard, M. (2024). The importance of sound to the formation of presence. In W. Gibbons & M. Grimshaw-Aagaard (Eds), The Oxford Handbook of Video Game Music and Sound (pp. 916–928). New York: Oxford University Press. |
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Grimshaw-Aagaard, M. (2024). Video game sound design and the fetish of realism. In W. Gibbons & M. Grimshaw-Aagaard (Eds), The Oxford Handbook of Video Game Music and Sound (pp. 861–874). New York: Oxford University Press. |
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Grimshaw-Aagaard, M. (2019). Presence, environment, and sound and the role of imagination. In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds), The Oxford Handbook of Sound and Imagination Vol. 1, (pp. 669–681). New York: Oxford University Press. |
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Grimshaw-Aagaard, M. (2019). The necessity of vagueness and ambiguity to the imagining of sound. In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds), The Oxford Handbook of Sound and Imagination Vol. 1, (pp. 105–113). New York: Oxford University Press. |
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Grimshaw-Aagaard, M. N. (2019). The necessity of vagueness and ambiguity to the imagining of sound. In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds), The Oxford Handbook of Sound and Imagination Vol. 1, (pp. 105–113). United Kingdom: Oxford University Press. |
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Grimshaw-Aagaard, M. (2024). OH-EE-OH-EE-OH-EE-AW-EE-AW! Sound descriptors in the books of Tarzan as facilitators of presence. In J. Murphet & H. Groth (Eds), Edinburgh Companion to Literature & Sound Studies. (pp. 250–263). Edinburgh: Edinburgh University Press. |
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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. |
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Gustafsson, C. (2019). Sonic branding: From brand image to brand imagination. In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds), The Oxford Handbook of Sound and Imagination Vol. 1, (pp. 359–375). New York: Oxford University Press. |
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Harvey, T. S. (2014). Virtual worlds: An ethnomusicological perspective. In M. Grimshaw (Ed.), The Oxford Handbook of Virtuality (pp. 378–391). New York: Oxford University Press. |
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Heim, M. R. Surfing virtual reality wave 3. In J. Gackenbach (Ed.), Boundaries of Self and Reality Online Elsevier. |
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von Hornbostel, E. (1938). The unity of the senses (E. Koffka & W. Vinton, Trans.). In W. D. Ellis (Ed.), A Source Book of Gestalt Psychology (pp. 210–216). New York: Harcourt-Brace. |
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Howells, S. A. (2002). Watching a game, playing a movie: When media collide. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 110–121). London: Wallflower Press. |
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Hug, D. (2011). New wine in new skins: Sketching the future of game sound design. In M. Grimshaw (Ed.), Game sound technology and player interaction: concepts and developments (pp. 384–415). Hershey (PA): IGI. |
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Hugues, O., Fuchs, P., & Nannipieri, O. (2011). New augmented reality taxonomy: Technologies and features of augmented environment. In B. Furht (Ed.), Handbook of Augmented Reality (pp. 47–63). New York: Springer. |
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Humphrey, N. (2000). The privatization of sensation. In C. Hayes & L. Huber (Eds), The Evolution of Cognition (pp. 241–252). Cambridge, Massachusetts: MIT Press. |
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Hunt, L. (2002). 'i know kung fu!': The martial arts in the age of digital reproduction. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 194–205). London: Wallflower Press. |
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IJsselsteijn, W. (2003). Presence in the past: What can we learn from media history? In G. Riva, F. Davide & W. A. IJsselsteijn (Eds), Being There: Concepts, Effects and Measurements of User Presence in Synthetic Environments Vol. 5, (pp. 17–40). Amsterdam: IOS Press. |
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IJsselsteijn, W., & Riva, G. (2003). Being there: The experience of presence in mediated environments. In G. Riva, F. Davide & W. A. IJsselsteijn (Eds), Being There: Concepts, Effects and Measurements of User Presence in Synthetic Environments Vol. 5, (pp. 3–16). Amsterdam: IOS Press. |
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Janz, B. B. (2019). Virtual place and virtualized place. In E. Champion (Ed.), The Phenomenology of Real and Virtual Places (pp. 60–75). London: Routledge. |
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