Computer Game Sound: From Diegesis to Immersion to Sonic Emotioneering

Research output: Contribution to book/anthology/report/conference proceedingBook chapterResearchpeer-review

Original languageEnglish
Title of host publicationSound as Popular Culture : A Research Companion
EditorsJens Gerrit Papenburg, Holger Schulze
Number of pages8
PublisherMIT Press
Publication date2016
Pages325-333
ISBN (Print)9780262334266
Publication statusPublished - 2016

Keywords

  • Game Sound
  • Immersion
  • Emotioneering

Cite this

Grimshaw, M. (2016). Computer Game Sound: From Diegesis to Immersion to Sonic Emotioneering. In J. G. Papenburg, & H. Schulze (Eds.), Sound as Popular Culture: A Research Companion (pp. 325-333). MIT Press.
Grimshaw, Mark. / Computer Game Sound : From Diegesis to Immersion to Sonic Emotioneering. Sound as Popular Culture: A Research Companion. editor / Jens Gerrit Papenburg ; Holger Schulze. MIT Press, 2016. pp. 325-333
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Grimshaw, M 2016, Computer Game Sound: From Diegesis to Immersion to Sonic Emotioneering. in JG Papenburg & H Schulze (eds), Sound as Popular Culture: A Research Companion. MIT Press, pp. 325-333.

Computer Game Sound : From Diegesis to Immersion to Sonic Emotioneering. / Grimshaw, Mark.

Sound as Popular Culture: A Research Companion. ed. / Jens Gerrit Papenburg; Holger Schulze. MIT Press, 2016. p. 325-333.

Research output: Contribution to book/anthology/report/conference proceedingBook chapterResearchpeer-review

TY - CHAP

T1 - Computer Game Sound

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AU - Grimshaw, Mark

PY - 2016

Y1 - 2016

KW - Game Sound

KW - Immersion

KW - Emotioneering

UR - https://mitpress.mit.edu/sites/default/files/9975_ToC.pdf

M3 - Book chapter

SN - 9780262334266

SP - 325

EP - 333

BT - Sound as Popular Culture

A2 - Papenburg, Jens Gerrit

A2 - Schulze, Holger

PB - MIT Press

ER -

Grimshaw M. Computer Game Sound: From Diegesis to Immersion to Sonic Emotioneering. In Papenburg JG, Schulze H, editors, Sound as Popular Culture: A Research Companion. MIT Press. 2016. p. 325-333