Published: 2016-11-15

All That Electronic Jazz. Diegetic/Non-diegetic Forms and New Dimensions of Sound in Interactive Entertainment

Tomasz Gnat

Abstract

This paper aims to show how the development of music and sound design formed an inseparable bond with such concepts as immersion, narrative formation, mood and even gameplay of video games. In the first part the diegetic and non-digetic elements will be analysed, as well as some special cases were the two intermingle, creating new forms: spatial representations and meta representations. The forms discussed there bear many similarities to the sound design theories of cinematography. Nevertheless, it is the aim of this paper to elucidate upon some significant differences and note that making straightforward parallels may lead to skewed perceptions of what video game sound actually is. The results of this analysis may shed a new light upon the largely unexplored aspect of interactive entertainment and emphasise the necessity for a new approach to the analysis of music and sound in video games.

Citation rules

Gnat, T. (2016). All That Electronic Jazz. Diegetic/Non-diegetic Forms and New Dimensions of Sound in Interactive Entertainment. Er(r)go. Theory - Literature - Culture, 2(33). Retrieved from https://trrest.vot.pl/ojsus/index.php/ERRGO/article/view/3959

ER(R)GO No. 33 (2/2016) - sounds/pauses/silences

No. 33 (2016)
Published: 2016-10-28


ISSN: 1508-6305
eISSN: 2544-3186
Ikona DOI 10.31261/errgo

Publisher
University of Silesia Press | Wydawnictwo Uniwersytetu Śląskiego i Wydawnictwo Naukowe "Śląsk"

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