»Vrummmummmmm FVISH!« : Soundscapes as Part of Constant Conversations in Action-Adventure Video Game Heterotopias

Dublin Core

Title

»Vrummmummmmm FVISH!« : Soundscapes as Part of Constant Conversations in Action-Adventure Video Game Heterotopias

Subject

video games; digital games; video game sounds; immersion; sound design; 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

Description

Soundscapes 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).

Creator

Mauch, Addrich

Publisher

Büchner-Verlag

Date

2024

Rights

CC BY-SA 4.0

Format

pdf

Language

en

Type

Book

Identifier

ISBN Print: 978-3-96317-383-7
ISBN PDF: 978-3-96317-959-4
DOI: 10.14631/978-3-96317-959-4

Book

Title

»Vrummmummmmm FVISH!«

Subtitle

Soundscapes as Part of Constant Conversations in Action-Adventure Video Game Heterotopias

Author/Editor

Mauch, Addrich

Publisher

Büchner-Verlag

Year Published

2024

Blurb

Soundscapes 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).

Keywords

video games; digital games; video game sounds; immersion; sound design; 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

ISBN Print

978-3-96317-383-7

ISBN PDF

978-3-96317-959-4

DOI

10.14631/978-3-96317-959-4

Rights

CC BY-SA 4.0

Language

en

Type

Book

Format

pdf

Citation

Mauch, Addrich, “»Vrummmummmmm FVISH!« : Soundscapes as Part of Constant Conversations in Action-Adventure Video Game Heterotopias,” Büchner-Verlag Repositorium, accessed October 14, 2024, http://omeka.buechner-verlag.de/items/show/39.