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Time for New Terminology?: Diegetic and Non-Diegetic Sounds in Computer Games Revisited

Time for New Terminology?: Diegetic and Non-Diegetic Sounds in Computer Games Revisited

Kristine Jørgensen
ISBN13: 9781616928285|ISBN10: 161692828X|EISBN13: 9781616928308
DOI: 10.4018/978-1-61692-828-5.ch005
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MLA

Jørgensen, Kristine. "Time for New Terminology?: Diegetic and Non-Diegetic Sounds in Computer Games Revisited." Game Sound Technology and Player Interaction: Concepts and Developments, edited by Mark Grimshaw, IGI Global, 2011, pp. 78-97. https://doi.org/10.4018/978-1-61692-828-5.ch005

APA

Jørgensen, K. (2011). Time for New Terminology?: Diegetic and Non-Diegetic Sounds in Computer Games Revisited. In M. Grimshaw (Ed.), Game Sound Technology and Player Interaction: Concepts and Developments (pp. 78-97). IGI Global. https://doi.org/10.4018/978-1-61692-828-5.ch005

Chicago

Jørgensen, Kristine. "Time for New Terminology?: Diegetic and Non-Diegetic Sounds in Computer Games Revisited." In Game Sound Technology and Player Interaction: Concepts and Developments, edited by Mark Grimshaw, 78-97. Hershey, PA: IGI Global, 2011. https://doi.org/10.4018/978-1-61692-828-5.ch005

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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.

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