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"Vrummmummmmm FVISH!" Soundscapes as Part of Constant Conversations in Action-Adventure Video Game Heterotopias
[phd thesis]
Abstract Soundscapes are a key aspect in video games. The author presents a new set of methods for ethnomusicological field research and game sound analysis in game spaces. He aims to explore how gameworlds are created, manipulated, and experienced through sound and music. Fictional worlds in video games can... view more
Soundscapes are a key aspect in video games. The author presents a new set of methods for ethnomusicological field research and game sound analysis in game spaces. He aims to explore how gameworlds are created, manipulated, and experienced through sound and music. Fictional worlds in video games can be seen as worlds within worlds, mirroring what is outside and therefore be called heterotopias - real sites that are in relation to all other cultural, social, and physical sites of our society. Interaction is an essential aspect in describing those gameworlds; visual and auditory channels work together in supporting the gameplay as the primary feature of communication in video games. Authors proposed theory provides deeper insights of the coded constant conversation between player and computer, demonstrated on the fieldwork studies and analysis of "Horizon Zero Dawn" (Guerilla Games 2017), "Star Wars Jedi: Fallen Order" (Respawn Entertainment 2019) and "Assassin's Creed Valhalla" (Ubisoft 2020).... view less
Keywords
computer game; digital media; music
Classification
Other Media
Free Keywords
video games; digital games; video game sounds; immersion; sound design; gameplay experience; game worlds; soundscapes; sounds and music; heterotopias; Sound Studies; Game Studies; game spaces
Document language
English
Publication Year
2024
Publisher
Büchner-Verlag
City
Marburg
Page/Pages
268 p.
DOI
https://doi.org/10.14631/978-3-96317-959-4
ISBN
978-3-96317-959-4
Status
Published Version; peer reviewed