Time for New Terminology?

Author:

Jørgensen Kristine1

Affiliation:

1. University of Bergen, Norway

Abstract

This chapter is a critical discussion of the use of the concepts diegetic and non-diegetic in connection with computer game sound. These terms are problematic because they do not take into account the functional aspects of sound and indicate 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.

Publisher

IGI Global

Reference43 articles.

1. Aarseth, E. (2005). Doors and perception: Fiction vs. simulation in games. In Proceedings of 6th Digital Arts and Culture Conference 2005.

2. A hollow world: World of Warcraft as spatial practice;E.Aarseth;Digital culture, play and identity: A World of Warcraft reader,2008

3. Diegetic music: New interactive experiences;A.Berndt;Game Sound Technology and Player Interaction: Concepts and Developments,2011

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