Information Technology Reference
In-Depth Information
Metal Gear Solid. (1998). Konami Japan . Konami
Computer Entertainment.
Tuuri, K., Mustonen, M., & Pirhonen, A. (2007).
Same sound—different meanings: A novel scheme
for modes of listening. In Proceedings of the
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Kaufman Publishing.
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Faber and Faber.
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Lander, D., & Lexier, M. (Eds.), Sound by artists
(pp. ##-##). Location: Art Metropole & Walter
Phillips Gallery .
Phillips, N. (2009). From films to games, from
analog to digital: Two revolutions in multi-media!
Retrieved July 8, 2009, from http://www.film-
sound.org/game-audio/film_game_parallels.htm.
Wilhelmsson, U., & Wallén, J. (2011). A combined
model for the structuring of computer game audio
. In Grimshaw, M. (Ed.), Game Sound Technology
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ments . Hershey, PA: IGI Global.
Planescape: Torment. (2005). Black Island Stu-
dios. Interplay.
Rock Band. (2008). Harmonix . MTV Games.
Roeber, N., Deutschmann, E. C., & Masuch, M.
(2006). Authoring of 3D virtual auditory environ-
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ment . Blizzard.
Yoshi's Island. (2007). Nintendo Japan . Nintendo.
Zelda: Phantom Hourglass. (2007). Nintendo.
Nintendo.
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KEY tErMs AND DEFINItIONs
Stockburger, A. (2007). Listen to the iceberg: On
the impact of sound in digital games . In von Bor-
ries, F., Walz, S. P., & Böttger, M. (Eds.), Space
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Birkhäuser Publishing .
Acoustic Community: A term emerging from
Schafer and Truax's work with the WSP (World
Soundscape Project) in the 1970s referring to stable
sonic locales that include a set of sound which
clearly belong there and characterize a commu-
nity: For example, the sounds of coin machines,
yelling, and synthesized music all belong to an
arcade acoustic community.
Acoustic Ecology: A movement started by
R.M. Schafer and continued through the World
Forum for Acoustic Ecology (WFAE) and also a
term denoting the sonic balance in a given sound-
scape through its signal-to-noise ratio.
Super Mario Bros . NES (1985). Nintendo. Nin-
tendo.
Truax, B. (2001). Acoustic communication (2nd
ed.). Location: Ablex Publishing.
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