Altman, R. (Ed.). (1992). Sound theory sound practice. New York: Routledge.
Added by: Mark Grimshaw-Aagaard 14/12/2004, 20:18
Bryce, J., & Rutter, J. (2002). Spectacle of the deathmatch: Character and narrative in first-person shooters. In G. King & T. Krzywinska (Eds.), Screenplay: Cinema/Videogames/Interfaces. (pp. 66–80). London: Wallflower Press.
Added by: Mark Grimshaw-Aagaard 23/09/2004, 14:59
Talking of Doom: "The utilisation of graphic and audio production techniques in the creation of atmospheric game environments adds to the visceral reaction and to the stimulation provided by the spectacle presented by the game."
Asking how important realism is to gaming, paraphrases Anna Warm: "...playability and pace were more important to gamers' enjoyment than realism or stunning graphics."
"Demands for realism in game environments are likely to be secondary to the requirement for spectacle as the backdrop for competitive gameplay."
"In spectacular media narrative offers a brief rationale on which to hang visceral pleasures rather than the driving engine of the text." (sic)
King, G. (2003). Die hard/try harder: Narrative, spectacle and beyond, from hollywood to videogame. In G. King & T. Krzywinska (Eds.), Screenplay: Cinema/Videogames/Interfaces. (pp. 50–65). London: Wallflower Press.