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Kromand, D. 2008, October 22, Sound and the diegesis in survival-horror games. Paper presented at Audio Mostly 2008, Piteå, Sweden. 
Added by: Mark Grimshaw-Aagaard (06/11/2008, 06:28)   
Resource type: Proceedings Article
BibTeX citation key: Kromand2008
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Categories: Sound Design
Keywords: Diegetic/non-diegetic, Horror
Creators: Kromand
Publisher: Interactive Institute (Piteå, Sweden)
Collection: Audio Mostly 2008
Views: 17/810
Abstract
The paper analyzes the affordances of the soundscape in survival-horror games by examining the barrier between diegetic and non-diegetic sounds and how the validity of a sound cue is challenged. the three game examples all veil their aural warning cues with a broken causality and causes the player to distrust the cues' tie to the game world. This results in an uncertainty whether the sound comes from an in-game object or from non-diegetic ambience. The paper argues that the horror genre draws upon this discrepancy between soundscape and perceived reality to create an ambience of fear.
Added by: Mark Grimshaw-Aagaard  
Quotes
p.16   "The collapse of the barrier between the diegetic and non-diegetic soundscape is a strategy to build a horror atmosphere."   Added by: Mark Grimshaw-Aagaard
Keywords:   Diegetic/non-diegetic Horror
p.18   "The soundscape of Silent Hill 2 operates within a framework of uncertainty that constantly holds the player between knowledge and ignorance."   Added by: Mark Grimshaw-Aagaard
Keywords:   Diegetic/non-diegetic Horror
p.19   The lack of a barrier between diegetic/nondiegetic sounds "purposefully hinders an efficient transfer of affordance".   Added by: Mark Grimshaw-Aagaard
Keywords:   Affordance Diegetic/non-diegetic Horror
Paraphrases
p.17   Debating Jørgensen's 'trans-diegetic' sound terminology: sound that crosses the barrier between diegetic and nondiegetic worlds (cf Count Basie's orchestra in Blazing Saddles at first seems nondiegetic until the hero comes across the orchestra playing in the desert at which point the music becomes diegetic.

Trans-diegesis is a short transgression of the barrier between diegetic/nondiegetic, not a breakdown.

The trans-diegetic sound transfers information to the player from the game. Two types, 'reactive sound affirming player input or as a proactive sound informing the player of an altered game state (Jørgensen 2007; 116).'   Added by: Mark Grimshaw-Aagaard
Keywords:   Acoustic ecology Autopoiesis Diegetic/non-diegetic
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