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ArtsIT, Interactivity and Game Creation. 12th EAI International Conference, ArtsIT 2023, São Paulo, Brazil, November 27-29, 2023, Proceedings, Part II

Research Article

Hearing Sounds Through Different Ears: A Video Game Case Study

Cite
BibTeX Plain Text
  • @INPROCEEDINGS{10.1007/978-3-031-55312-7_8,
        author={Gabriel Dargains Gonzaga},
        title={Hearing Sounds Through Different Ears: A Video Game Case Study},
        proceedings={ArtsIT, Interactivity and Game Creation. 12th EAI International Conference, ArtsIT 2023, S\"{a}o Paulo, Brazil, November 27-29, 2023, Proceedings, Part II},
        proceedings_a={ARTSIT PART 2},
        year={2024},
        month={3},
        keywords={ludomusicology ambient sounds space-form},
        doi={10.1007/978-3-031-55312-7_8}
    }
    
  • Gabriel Dargains Gonzaga
    Year: 2024
    Hearing Sounds Through Different Ears: A Video Game Case Study
    ARTSIT PART 2
    Springer
    DOI: 10.1007/978-3-031-55312-7_8
Gabriel Dargains Gonzaga1,*
  • 1: Federal University of the State of Rio de Janeiro, Rio de Janeiro
*Contact email: Gabriel.dargains@edu.unirio.br

Abstract

This article seeks to demonstrate that different listening vantage points and types of listeners are established in open world video games to create meaning and immersion. UsingDragon Age: Inquisition(2014) as a case study, I analyze its sound image through Smalley’s concept of space-form (2007) to find these points. Even though all sound is spatialized in the sound-image, not all sounds are located in the 3D navigation space. Positioned and non-positioned sounds (in reference to the player character) lead us to understand there’s a combination of both peripatetic and fixed listeners during the gameplay. In the case study, by soundwalking in one of the game’s zones we conclude there is an overlap of listening vantage points that do not refer to the same space. This helps the players have a holistic view of the soundscape, making it more favorable to express meaning through the ambience’s sound design.

Keywords
ludomusicology ambient sounds space-form
Published
2024-03-21
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-031-55312-7_8
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