Tuesday, April 13, 2010

Summary - An Introduction to the Participatory and Non-Linear Aspects of Video Games Audio

Karen Collins
An Introduction to the Participatory and Non-Linear Aspects of Video Games Audio
(retrieved from http://gamessound.com/texts/interactive.pdf, 2010)

Audio in games is different from audio in movies. Movies are linear; games are generally not. Games are less predictable in what audio will be played at what time. This property of games creates new possible roles for audio, as well as providing problems when designing it and handling it in the game. The article constructs a theoretical framework that includes degree of interactivity, articulates problems that can occur both during design and when playing the game, and offers a list of possibilities roles for game audio that it can fulfill beside its traditional role in film.


Read the full, lengthier summary right here.

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