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Garcia, J. M. 2006, October 11—12 From heartland values to killing prostitutes: An overview of sound in the video game Grand Theft Auto Liberty City Stories. Paper presented at Audio Mostly 2006, Piteå, Sweden.
Added by: sirfragalot (02/15/2008 12:56:48 PM) Last edited by: sirfragalot (09/17/2009 09:49:33 AM)
|Resource type: Proceedings Article
BibTeX citation key: Garcia2006a
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|Categories: Sound Design
Publisher: Interactive Institute (Piteå, Sweden)
Collection: Audio Mostly 2006
"The video game, as understood by Jesper Juul, consist of two basic elements; a set of real rules and a fictional world. The fictional world requires the player not only to engage in a willing suspension of disbelief, the player must also willingly accept another cultural model as valid, at least during playtime. Those who engage Grand Theft Auto accept murder, extortion, sexism, and racism as valid, even when it may contradict their core set of values. The player has not turned his back on his old framework of understanding, he has instead been allowed to wear a new one, one that he must leave behind once he exits the virtual world. The actions of the player will be meaningful only within context. The virtual world, and the cultural model it promotes, reinforce the very real rules that dominate the game while simultaneously the rules reinforce the cultural model, and virtual world in which it exists. The following paper analyzes the role of sound in the video game Grand Theft Auto Liberty City Stories in creating the cultural model that the player adopts during game time."
Added by: sirfragalot Last edited by: sirfragalot
"In the most immersing environments reminders of the structural level of the game are gone and the player can concentrate on the game-world level."
Added by: sirfragalot
Keywords: Diegetic/non-diegetic Immersion
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