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dc.contributor.authorJørgensen, Kristineeng
dc.date.accessioned2010-10-28T09:25:59Z
dc.date.available2010-10-28T09:25:59Z
dc.date.issued2010-10-15eng
dc.PublishedIn Grimshaw, Mark (ed.): Game Sound Technology and Player Interaction: Concepts and Developments. IGI Global.en
dc.identifier.isbn9781616928285
dc.identifier.urihttps://hdl.handle.net/1956/4287
dc.description.abstractThis chapter is a critical discussion of the use of the concepts diegetic and non-diegetic in connection with computer game sound. It is argued that the terms are problematic because they do not take into account the functional aspects of sound and how gameworlds differ from traditional fictional worlds. The aims of the chapter are to re-evaluate earlier attempts at adapting this terminology to games and to present an alternative model of conceptualizing the spatial properties of game sound with respect to the gameworld.en_US
dc.description.sponsorshipThe Research Council of Norwayeng
dc.language.isoengeng
dc.publisherIGI Globaleng
dc.subjectMedia studieseng
dc.subjectGame studieseng
dc.subjectGame soundeng
dc.titleTime for New Terminology? Diegetic and Non-Diegetic Sounds in Computer Games Revisitedeng
dc.typeChapteren_US
dc.typePeer revieweden_US
dc.subject.nsiVDP::Samfunnsvitenskap: 200::Medievitenskap og journalistikk: 310nob


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