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Sonic Rhetoric and Meaning Making in...
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DeRoss, Adam.
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Sonic Rhetoric and Meaning Making in Video Game Sound Design.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Sonic Rhetoric and Meaning Making in Video Game Sound Design./
Author:
DeRoss, Adam.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2020,
Description:
62 p.
Notes:
Source: Masters Abstracts International, Volume: 82-03.
Contained By:
Masters Abstracts International82-03.
Subject:
Rhetoric. -
Online resource:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28031407
ISBN:
9798662583436
Sonic Rhetoric and Meaning Making in Video Game Sound Design.
DeRoss, Adam.
Sonic Rhetoric and Meaning Making in Video Game Sound Design.
- Ann Arbor : ProQuest Dissertations & Theses, 2020 - 62 p.
Source: Masters Abstracts International, Volume: 82-03.
Thesis (M.A.)--Nova Southeastern University, 2020.
This item must not be sold to any third party vendors.
This thesis examines the rhetorical impact of sound in video games from an interdisciplinary perspective. By synthesizing game studies research with rhetorical theory, the thesis puts the works of notable game scholars, such as Karen Collins, Ian Bogost, Iain Hart, and Paul Cairns in conversation with research on sonic rhetoric by scholars such as Tanya K. Rodrigue et. al and Steph Ceraso. The thesis uses a ludomusicological lens to analyze several video games in which sound and music are heavily emphasized elements within the gameplay experience, such as Banjo-Kazooie (Rare, 1998) and Night in the Woods (Infinite Fall, 2015). Through the analyses, the thesis argues that sound in these games contributes to their immersive and engaging game worlds as well as their rhetorical storytelling. The thesis also illustrates how game sounds (or a lack thereof) can function as symbolism and metaphor, help players express themselves through interactivity, and support the medium's other narrative elements. Finally, the thesis describes the broader implications of its arguments for game studies and rhetorical research, including how sonic rhetoric can function with or against other modalities in games and how sound might be used to engage audiences in other forms of interactive media.
ISBN: 9798662583436Subjects--Topical Terms:
516647
Rhetoric.
Subjects--Index Terms:
Dynamic Sound
Sonic Rhetoric and Meaning Making in Video Game Sound Design.
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This thesis examines the rhetorical impact of sound in video games from an interdisciplinary perspective. By synthesizing game studies research with rhetorical theory, the thesis puts the works of notable game scholars, such as Karen Collins, Ian Bogost, Iain Hart, and Paul Cairns in conversation with research on sonic rhetoric by scholars such as Tanya K. Rodrigue et. al and Steph Ceraso. The thesis uses a ludomusicological lens to analyze several video games in which sound and music are heavily emphasized elements within the gameplay experience, such as Banjo-Kazooie (Rare, 1998) and Night in the Woods (Infinite Fall, 2015). Through the analyses, the thesis argues that sound in these games contributes to their immersive and engaging game worlds as well as their rhetorical storytelling. The thesis also illustrates how game sounds (or a lack thereof) can function as symbolism and metaphor, help players express themselves through interactivity, and support the medium's other narrative elements. Finally, the thesis describes the broader implications of its arguments for game studies and rhetorical research, including how sonic rhetoric can function with or against other modalities in games and how sound might be used to engage audiences in other forms of interactive media.
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https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28031407
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