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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.identifier.citationIn Grimshaw, Mark (ed.): Game Sound Technology and Player Interaction: Concepts and Developments. IGI Global.en
dc.identifier.isbn9781616928285eng
dc.identifier.urihttp://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
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.typePeer reviewedeng
dc.typeChaptereng
dc.subject.nsiVDP::Samfunnsvitenskap: 200::Medievitenskap og journalistikk: 310nob
bora.peerreviewedPeer reviewedeng


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