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M. Grimshaw, "Sound and Player Immersion in Digital Games," in The Oxford Handbook of Sound Studies T. Pinch and K. Bijsterveld, Eds. New York: Oxford University Press, 2012, pp. 347–366. 
Added by: Mark Grimshaw-Aagaard (01/06/2025, 09:36)   Last edited by: Mark Grimshaw-Aagaard (02/06/2025, 07:06)
Resource type: Book Chapter
Peer reviewed
ID no. (ISBN etc.): 978-0-19-538894-7
BibTeX citation key: Grimshaw2012a
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Categories: Computer Games
Keywords: Immersion
Creators: Bijsterveld, Grimshaw, Pinch
Publisher: Oxford University Press (New York)
Collection: The Oxford Handbook of Sound Studies
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Attachments   URLs   https://academic.o ... lltext&login=false
Abstract
"This article deals with the use of sound in digital games. It reveals how the design of sound for such a medium contributes to player immersion in the game world. Following this, the article explores the relationship between sound and image. There is a difference in the use or perception of sound in the real world and in virtual worlds, which gives rise to the concept of immersion, and this difference is discussed in detail. Furthermore, the article focuses on the relationship between digital game sound and the player and how such sound is designed to achieve a perception of immersion and, and whether such immersion is achieved. Finally, it throws light on the fact that real world and virtual world are not isolated phenomena, that the immersed player still utilizes real-world objects to interface with the game world and is attentive to real-world happenings."
Added by: Mark Grimshaw-Aagaard  
WIKINDX 6.11.0 | Total resources: 153 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: Institute of Electrical and Electronics Engineers (IEEE) | Time Zone: Asia/Hong_Kong (+08:00)


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