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King, G., & Krzywinska, T. (2002). Cinema/videogames/interfaces. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 1–32). London: Wallflower Press. 
Added by: Mark Grimshaw-Aagaard (4/11/06, 1:42 PM)   
Resource type: Book Chapter
BibTeX citation key: King2002
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Categories: General
Keywords: Cinema, Interaction, Narrative
Creators: King, Krzywinska
Publisher: Wallflower Press (London)
Collection: Screenplay: Cinema/Videogames/Interfaces
Views: 17/983
Notes
The introductory chapter.

For an anthology that explores the relationship between cinema and videogames, no mention (in this chapter) is made of similarities, cross-overs and differences between film audio and game audio. the authors happily discuss issues of visuals, 3-dimensionality (graphics standpoint only), cut-scenes, interactivity, narrative etc. -- but nothing on sound.

They do mention that one essay in the anthology deals with "the often neglected role of music in games" (p.30) but that's it as far as music or audio goes.
Added by: Mark Grimshaw-Aagaard  
Paraphrases
pp.22–23   A discussion of the term interactive as applied to videogames. Notes the problems associated with using it as a term to distinguish games from cinema (the latter also requires interaction from its audience which likewise may be passive or active). Notes Aarseth's coining of the term ergotic as a replacement meaning greater effort is required to process the text in videogames.   Added by: Mark Grimshaw-Aagaard