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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: sirfragalot (02/14/2006 11:28:37 AM)   
Resource type: Book Article
BibTeX citation key: Wolf2001c
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
Resources citing this (Bibliography: WIKINDX Master Bibliography)
Views: 4/526
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: sirfragalot  
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: sirfragalot
Keywords:   Space Time
WIKINDX 6.4.9 | Total resources: 1084 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)


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