Show simple item record

dc.contributor.authorMauch, Addrich
dc.date.accessioned2025-03-08T03:25:29Z
dc.date.available2025-03-08T03:25:29Z
dc.date.issued2024
dc.date.submitted2024-08-19T14:00:53Z
dc.identifierhttps://library.oapen.org/handle/20.500.12657/92861
dc.identifier.urihttps://doab-dev.siscern.org/handle/20.500.12854/177256
dc.description.abstractSoundscapes are a key aspect in video games. Addrich Mauch 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. Mauch’s 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).
dc.languageEnglish
dc.rightsopen access
dc.subject.othervideo games; digital games; video game sounds; sound design; immersion; gameplay experience; game worlds; soundscapes; sounds and music; heterotopias; Sound Studies; Game Studies; game spaces; Claudio Beck; Bjørn Jacobsen; Star Wars Jedi: Fallen Order; Assassin’s Creed Valhalla; Horizon Zero Dawn
dc.subject.otherthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT1 Media studies: internet, digital media and society
dc.subject.otherthema EDItEUR::A The Arts::AK Design, Industrial and commercial arts, illustration::AKL Illustration and commercial art::AKLF Computer game art
dc.subject.otherthema EDItEUR::A The Arts::AV Music::AVA Theory of music and musicology
dc.title»Vrummmummmmm FVISH!«
dc.title.alternativeSoundscapes as Part of Constant Conversations in Action-Adventure Video Game Heterotopias
dc.typebook
oapen.identifier.doi10.14631/978-3-96317-959-4
oapen.relation.isPublishedBy2057a33c-abe5-474a-b271-9acaf528f719
oapen.relation.isFundedBy4bb461ae-a887-4564-b3a7-29e6d7e08318
oapen.relation.isFundedBy07f61e34-5b96-49f0-9860-c87dd8228f26
oapen.relation.isbn9783963173837
oapen.collectionSwiss National Science Foundation (SNF)
oapen.pages269
oapen.place.publicationMarburg
dc.relationisFundedBy07f61e34-5b96-49f0-9860-c87dd8228f26


Files in this item

FilesSizeFormatView

There are no files associated with this item.

This item appears in the following Collection(s)

Show simple item record