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VOICEVocal Aesthetics in Digital Arts and Media$
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Norie Neumark, Ross Gibson, and Theo van Leeuwen

Print publication date: 2010

Print ISBN-13: 9780262013901

Published to MIT Press Scholarship Online: August 2013

DOI: 10.7551/mitpress/9780262013901.001.0001

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PRINTED FROM MIT PRESS SCHOLARSHIP ONLINE (www.mitpress.universitypressscholarship.com). (c) Copyright The MIT Press, 2022. All Rights Reserved. An individual user may print out a PDF of a single chapter of a monograph in MITSO for personal use.date: 28 June 2022

The Play of the Voice: The Role of the Voice in Contemporary Video and Computer Games

The Play of the Voice: The Role of the Voice in Contemporary Video and Computer Games

Chapter:
(p.280) (p.281) 15 The Play of the Voice: The Role of the Voice in Contemporary Video and Computer Games
Source:
VOICE
Author(s):

Axel Stockburger

Publisher:
The MIT Press
DOI:10.7551/mitpress/9780262013901.003.0015

This chapter examines the different functions of the voice in contemporary video and computer games, paying special attention to multiple-player games, and looks at the prevalence of non-linguistic sounds such as screams and sighs when playing such games. It shows that the voice is part of the game audio or narrative system, as a function for character generation, and as a key element of the gameplay, and coexists with the voices of the players themselves. Hence, the informational and affective qualities of the voice affect individual players. The chapter also considers specific games that use the player’s voice as a means of interaction and its role in multiplayer online games.

Keywords:   voice, computer games, non-linguistic sounds, gameplay, player’s voice, multiplayer online games, game audio

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