Sound Research WIKINDX

WIKINDX Resources

Poole, S. (2000). Trigger happy: Videogames and the entertainment revolution. New York: Arcade. 
Added by: Mark Grimshaw-Aagaard (29/11/2004, 13:42)   
Resource type: Book
BibTeX citation key: Poole2000
Email resource to friend
View all bibliographic details
Categories: History
Keywords: History
Creators: Poole
Publisher: Arcade (New York)
Resources citing this (Bibliography: WIKINDX Master Bibliography)
Views: 16/853
Notes
Detailing the history of videogames and some design issues. Written in popular style.
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
Quotes
p.67   Talking of videogames and cinema: "...deployment of the audio arts cannot always follow similar lines in the two media."   Added by: Mark Grimshaw-Aagaard
p.68   Bemoaning the lack of audio experimentation and the division between audio design for fantasy worlds and 'realism/authenticity': "Surely, if videogame developers were to experiment, say, with weird and unexpected sound effects to accompany supposedly "realistic" visual action, this might open up new avenues of strangeness and even comedy -- the amusing disjunction of small action with epic sound, say -- to future digital experiences." Also makes a distinction between decorative and functional sound design.   Added by: Mark Grimshaw-Aagaard
p.71   Claims "films have stolen even more brazenly from videogames' hyperkinetic grammar (the exaggerated sound effects[)]..."   Added by: Mark Grimshaw-Aagaard
p.95   "it is lack of coherence rather than unrealism which ruins a gameplaying experience."   Added by: Mark Grimshaw-Aagaard
Keywords:   History Realism
p.177   "It is one of the fascinations of videogames as a form, indeed, that they constitute a kaleidoscopic, prestissimo exercise in semiotics, which is the ever-changing interaction of signs."   Added by: Mark Grimshaw-Aagaard
p.221   Claims that first person games, compared to third person games, are "almost always less symbolically rich." This is due to the "artificially narrow view angle" in first person games and their perspective viewpoint that make depth judgement difficult. "...symbolic interoperation through space is severely limited."   Added by: Mark Grimshaw-Aagaard
Paraphrases
pp.99–100   The more realistic a character's movements may be, the more frustrated a player may become that the character cannot complete other realistic, and therefore to be expected, movements.   Added by: Mark Grimshaw-Aagaard
Keywords:   History Realism
pp.128–132   In a brief discussion entitled 'The user illusion' on attempts to create an illusion of reality in 3D games, no mention is made of the benefits audio can bring to this illusion.   Added by: Mark Grimshaw-Aagaard
WIKINDX 6.8.2 | Total resources: 1301 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)