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Aural Abjections and Dancing Dystopias: Sonic Signifiers in Video Game Horror

机译:听觉排斥和舞蹈反乌托邦:电子游戏恐怖中的声波符号

摘要

For centuries, the horror genre has ensnared audiences across generations and genre lines: ballet, opera, literature, poetry, film, and, most recently, video games have all utilized the power of terror to shock, horrify, and, perhaps most disturbingly, attract. But what does fear sound like? This thesis will focus on that question as it explores both the twin worlds of Konami’s survival-horror title Silent Hill and the underwater-nightmare city of Rapture in 2KGames’ 2007 hit Bioshock. Offering a deeper understanding of the agency video game sound employs, this thesis will engage critical gender, race, and feminist theory, confront issues of social and cultural fears evoked through sound, and offer an in-depth analysis of each game’s soundscape in order to discuss the ways video game soundtracks can serve as vehicles for both signifying and unpacking complicated social and political topics that prevail in modern society.
机译:几个世纪以来,恐怖体裁吸引了几代人和各种体裁的观众:芭蕾舞,歌剧,文学,诗歌,电影,以及最近的视频游戏都利用恐怖的力量来震惊,惊骇,也许最令人不安的是,吸引。但是恐惧听起来像什么?本文将重点探讨这个问题,同时探讨Konami的恐怖生存游戏《寂静岭》和2007年2KGames热门影片《生化奇兵》中的水下噩梦之城Rapture的两个世界。为了深入了解代理视频游戏的声音应用,本论文将运用批判的性别,种族和女权主义理论,应对声音引起的社会和文化恐惧问题,并对每个游戏的声景进行深入分析,以便讨论电子游戏音轨可以用作标志和解开现代社会盛行的复杂社会和政治话题的方式。

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    Merriner Ashley;

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  • 年度 2017
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  • 正文语种 en_US
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