dc.contributor.author | Jørgensen, Kristine | eng |
dc.date.accessioned | 2013-06-25T08:45:42Z | |
dc.date.available | 2013-06-25T08:45:42Z | |
dc.date.issued | 2006 | eng |
dc.identifier.uri | http://hdl.handle.net/1956/6734 | |
dc.description.abstract | What is the role of computer game audio? What formal functions does game audio have? These are central questions in this paper which seeks to outline an overview of the functionalities of sound in games. Based on a concluding chapter in my Ph.D. dissertation in which formal functions are identified and discussed, this paper will be a sum-up of some of the most crucial points in my current Ph.D. research on the functionality of sound and music in omputer games. The research shows that game audio has important unctions related to actions and events in the game world, and also related to the definition and delimitation of spaces in computer games. | en_US |
dc.description.sponsorship | Item published during PhD scholarship funded by the Faculty of Humanities, University of Copenhagen. | eng |
dc.language.iso | eng | eng |
dc.publisher | Interactive Institute, Piteå, Sweden | eng |
dc.relation.ispartof | Proceedings of the Audio Mostly Conference 2006 | |
dc.subject | Game | eng |
dc.subject | audio | eng |
dc.subject | Media studies | eng |
dc.subject | interaction research | eng |
dc.title | On the Functional Aspects of Computer Game Audio | eng |
dc.type | Conference lecture | en_US |
dc.description.version | publishedVersion | |
dc.source.pagenumber | 48-52 | |
dc.identifier.citation | Proceedings of the Audio Mostly Conference 2006, Oct 11-12 | |