語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Sonic Rhetoric and Meaning Making in...
~
DeRoss, Adam.
FindBook
Google Book
Amazon
博客來
Sonic Rhetoric and Meaning Making in Video Game Sound Design.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Sonic Rhetoric and Meaning Making in Video Game Sound Design./
作者:
DeRoss, Adam.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2020,
面頁冊數:
62 p.
附註:
Source: Masters Abstracts International, Volume: 82-03.
Contained By:
Masters Abstracts International82-03.
標題:
Rhetoric. -
電子資源:
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.
LDR
:02403nmm a2200373 4500
001
2279593
005
20210823080252.5
008
220723s2020 ||||||||||||||||| ||eng d
020
$a
9798662583436
035
$a
(MiAaPQ)AAI28031407
035
$a
AAI28031407
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
DeRoss, Adam.
$3
3558053
245
1 0
$a
Sonic Rhetoric and Meaning Making in Video Game Sound Design.
260
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2020
300
$a
62 p.
500
$a
Source: Masters Abstracts International, Volume: 82-03.
500
$a
Advisor: Bianchi, Melissa.
502
$a
Thesis (M.A.)--Nova Southeastern University, 2020.
506
$a
This item must not be sold to any third party vendors.
520
$a
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.
590
$a
School code: 1191.
650
4
$a
Rhetoric.
$3
516647
650
4
$a
Music.
$3
516178
650
4
$a
Multimedia communications.
$3
590562
653
$a
Dynamic Sound
653
$a
Immersion
653
$a
Ludomusicology
653
$a
Performativity
653
$a
Sonic Rhetoric
690
$a
0681
690
$a
0413
690
$a
0558
710
2
$a
Nova Southeastern University.
$b
Writing and Communication.
$3
3558054
773
0
$t
Masters Abstracts International
$g
82-03.
790
$a
1191
791
$a
M.A.
792
$a
2020
793
$a
English
856
4 0
$u
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28031407
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9431326
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入