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dc.contributor.authorJørgensen, Kristineeng
dc.date.accessioned2012-06-22T11:29:57Z
dc.date.available2012-06-22T11:29:57Z
dc.date.issued2007-09-07eng
dc.identifier.citationNorthern Lights 5(1): 105-117en
dc.identifier.issn1601-829Xeng
dc.identifier.otherhttp://www.ingentaconnect.com/content/intellect/nl/2007/00000005/00000001/art00008eng
dc.identifier.urihttp://hdl.handle.net/1956/5855
dc.description.abstractThis article will identify and define the concept of transdiegetic sound space in computer games, and discuss the relationship of this space to action and events in the game. The point of departure for the article is based on discussions of the diegetic space in film theory, but the argument will be supported by writings on the role of sound for usability purposes in web applications and software, as well as views on games as a framing of a separate field of action and how computer games interpret this. Although sound is in focus in this article, it should be noted that transdiegeticity is relevant for a greater understanding of spatial relationships in computer games in general.en
dc.language.isoengeng
dc.publisherIntellecteng
dc.subjectSoundeng
dc.subjectDigital gameseng
dc.subjectFilm theoryeng
dc.titleOn Transdiegetic Sounds in Computer Gameseng
dc.typePeer reviewedeng
dc.typeJournal articleeng
dc.subject.nsiVDP::Social science: 200::Media science and journalism: 310eng
dc.subject.nsiVDP::Humanities: 000::Movie and drama: 170::Movie science: 171eng
dc.subject.nsiVDP::Social science: 200::Library and information science: 320::Information and communication systems: 321eng
dc.type.versionacceptedVersioneng
bora.peerreviewedPeer reviewedeng


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