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Master thesis

Comment le sonore dans les jeux vidéo peut créer une forme de médiation ludique ? Une analyse comparative des jeux The Legend of Zelda : The Wind Waker et Silent Hill 2

Abstract : Even if the combination of audiovisual is one of the two pillars in the heart of the medium of video games, the audible sphere is yet considered inferior than the visual sphere in terms of its communicational capacities. However, if we look more into the sound and the music in video games, we realize that they are particularly used as a mediator between the game and the player. It could also be considered for its right value, as creating a form of playful mediation. The sound seems also to be used as a relatively different way within video games’ work pieces of different types, which creates a system of value peculiar to each game. Thus, in this Master Thesis, we will seek to understand how the audible can create a form of playful mediation at the same time similar for every type of game but also different depending on the type, leading to a comparative analysis of the video games The Legend of Zelda : The Wind Waker and Silent Hill 2.
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https://hal.univ-lorraine.fr/hal-03018865
Contributor : Thèses Ul <>
Submitted on : Monday, November 23, 2020 - 10:12:28 AM
Last modification on : Tuesday, November 24, 2020 - 8:22:14 AM
Long-term archiving on: : Wednesday, February 24, 2021 - 6:38:00 PM

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BUL_M_2020_BECRET_DAMIEN.pdf
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  • HAL Id : hal-03018865, version 1

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Damien Becret. Comment le sonore dans les jeux vidéo peut créer une forme de médiation ludique ? Une analyse comparative des jeux The Legend of Zelda : The Wind Waker et Silent Hill 2. Sciences de l'information et de la communication. 2020. ⟨hal-03018865⟩

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