Drive, Speed and Narrative in the Soundscapes of Racing Games

Hdl Handle:
http://hdl.handle.net/10034/605882
Title:
Drive, Speed and Narrative in the Soundscapes of Racing Games
Authors:
Collins, Karen; Dockwray, Ruth
Abstract:
This chapter argues that racing games are situated in a space between reality and fantasy: a cinematic realism, or “cine-real". At the heart of the auditory cine-realism is a use of sound and music to both fill a gap left by the lack of sensory information presented to the player, and as part of a narrative device. The authors also argue that the narrative use of music and sound in racing games is one of the key features that distinguishes racing games from straight simulations.
Affiliation:
University of Waterloo; University of Chester
Citation:
Collins, K. & Dockwray, R. (2017). Drive, Speed and Narrative in the Soundscapes of Racing Games. In M. Mera, R. Sadoff, B. Winters (Eds.), The Routledge Companion to Screen Music and Sound. Abingdon, United Kingdom: Routledge.
Publisher:
Routledge
Publication Date:
1-Jun-2017
URI:
http://hdl.handle.net/10034/605882
Type:
Book chapter
Language:
en
ISBN:
9781138855342
Appears in Collections:
Performing Arts

Full metadata record

DC FieldValue Language
dc.contributor.authorCollins, Karenen
dc.contributor.authorDockwray, Ruthen
dc.date.accessioned2016-04-19T12:37:29Zen
dc.date.available2016-04-19T12:37:29Zen
dc.date.issued2017-06-01en
dc.identifier.citationCollins, K. & Dockwray, R. (2017). Drive, Speed and Narrative in the Soundscapes of Racing Games. In M. Mera, R. Sadoff, B. Winters (Eds.), The Routledge Companion to Screen Music and Sound. Abingdon, United Kingdom: Routledge.en
dc.identifier.isbn9781138855342en
dc.identifier.urihttp://hdl.handle.net/10034/605882en
dc.description.abstractThis chapter argues that racing games are situated in a space between reality and fantasy: a cinematic realism, or “cine-real". At the heart of the auditory cine-realism is a use of sound and music to both fill a gap left by the lack of sensory information presented to the player, and as part of a narrative device. The authors also argue that the narrative use of music and sound in racing games is one of the key features that distinguishes racing games from straight simulations.en
dc.language.isoenen
dc.publisherRoutledgeen
dc.subjectNarrativeen
dc.subjectVideo Gamesen
dc.subjectCine-Realismen
dc.subjectRacing Gamesen
dc.titleDrive, Speed and Narrative in the Soundscapes of Racing Gamesen
dc.typeBook chapteren
dc.contributor.departmentUniversity of Waterloo; University of Chesteren
dc.date.accepted2016-03-30en
or.grant.openaccessYesen
rioxxterms.funderunfundeden
rioxxterms.identifier.projectunfundeden
rioxxterms.versionAMen
rioxxterms.licenseref.startdate2217-06-01en
All Items in ChesterRep are protected by copyright, with all rights reserved, unless otherwise indicated.