Video Game Sound Design and the Fetish of Realism

Author:

Grimshaw-Aagaard Mark1

Affiliation:

1. Communication and Psychology, Aalborg University

Abstract

Abstract An attack on the fetish of realism in video game sound design is the topic of Mark Grimshaw-Aagaard’s chapter. In addition to discussing the lure of appeals to realism as an historical tool for marketing various forms of media—something still used today to market video games—he also differentiates realism from the related terms “fidelity,” “authenticity,” and “verisimilitude.” Establishing the distinct notions of realism of form and realism of content, Grimshaw-Aagaard argues that, in contrast to fidelity to, and authenticity of, sound source, it is the former that is most important for persuading a player of the game world’s verisimilitude.

Publisher

Oxford University Press

Reference21 articles.

1. Dion, Louis Philippe. 2017. “Game Design Deep Dive: Dynamic Audio in Destructible Levels in Rainbow Six: Siege.” Gamasutra. Accessed December 3, 2021. https://www.gamasutra.com/view/news/288565/Game_Design_Deep_Dive_Dynamic_audio_in_destructible_levels_in_Rainbow_Six_Siege.php.

2. Droumeva, Milena.  2011. “An Acoustic Communication Framework for Game Sound: Fidelity, Verisimilitude, Ecology.” In Game Sound Technology and Player Interaction: Concepts and Developments, edited by Mark Grimshaw, 131–152. Hershey, PA: IGI.

3. The Reality of Experience: Gibson’s Way.;Presence: Teleoperators and Virtual Environments,1998

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