Sound Research WIKINDX |
Wolf, M. J. P. (2001). Time in the video game. In M. J. P. Wolf (Ed.), The Medium of the Video Game (pp. 78–91). Austin: University of Texas Press. Added by: Mark Grimshaw-Aagaard (14/02/2006, 11:28) |
Resource type: Book Chapter BibTeX citation key: Wolf2001c Email resource to friend View all bibliographic details |
Categories: General Keywords: Diegetic/non-diegetic, Time Creators: Wolf Publisher: University of Texas Press (Austin) Collection: The Medium of the Video Game |
Views: 8/812
|
Notes |
A brief analysis of time in video games compared to time in film. Time in games is more malleable and subject to greater control by the player than in films.
Added by: Mark Grimshaw-Aagaard |
Quotes |
pp.79–80
Talking of time indicators in film: "...grain, hiss and flicker are nondiegetic indicators of time passing. ... Since video games usually do not have the same nondiegetic indicators of passing time ... other forms of ambience are sometimes added to scenes to emphasize the potential for movement and keep the image feeling "live"." Gives an example of ambient sound (wind) in Myst. As this movement (he's referring more to other time indicators such as fan blades etc. but I include sound 'movement' like wind) is repeated (i.e. looping sound samples), this is a form of cyclical as opposed to linear time. Added by: Mark Grimshaw-Aagaard Keywords: Space Time |