DC pole | Wartość | Język |
dc.contributor.author | Gnat, Tomasz | - |
dc.date.accessioned | 2018-12-28T11:56:36Z | - |
dc.date.available | 2018-12-28T11:56:36Z | - |
dc.date.issued | 2016 | - |
dc.identifier.citation | "Er(r)go : teoria, literatura, kultura " Nr 2 (2016), s. 103-118 | pl_PL |
dc.identifier.issn | 1508-6305 | - |
dc.identifier.uri | http://hdl.handle.net/20.500.12128/7609 | - |
dc.description.abstract | This paper aims to show how the development of music and sound design formed an
inseparable bond with such concepts as immersion, narrative formation, mood, and even gameplay
of video games. The first part analyses the diegetic and non-digetic elements, as well
as some special cases were the two intermingle, creating new forms: spatial representations
and meta representations. The forms discussed bear many similarities to the sound design
theories of cinematography. Nevertheless, it is the aim of this paper to elucidate upon some
significant differences and note that making straightforward parallels may lead to skewed perceptions
of what video game sound actually is. The results of this analysis may shed a new light upon the largely unexplored aspect of interactive entertainment and emphasise the necessity
for a new approach to the analysis of music and sound in video games. | pl_PL |
dc.language.iso | pl | pl_PL |
dc.rights | Uznanie autorstwa-Użycie niekomercyjne-Bez utworów zależnych 3.0 Polska | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/pl/ | * |
dc.subject | formy diegetyczne dźwięku | pl_PL |
dc.subject | formy niediegetyczne dźwięku | pl_PL |
dc.subject | dźwięk | pl_PL |
dc.subject | dźwięk w rozrywce interaktywnej | pl_PL |
dc.title | Cały ten elektroniczny zgiełk : formy diegetyczne/niediegetyczne oraz nowe wymiary dźwięku w rozrywce interaktywnej | pl_PL |
dc.type | info:eu-repo/semantics/article | pl_PL |
dc.relation.journal | Er(r)go : teoria, literatura, kultura | pl_PL |
Pojawia się w kolekcji: | Artykuły (W.Hum.)
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