TY - GEN
T1 - Data Analytics About the Sound Narrative of Grand Theft Auto V
AU - Llamocca-Gavancho, Ronald
AU - Choy-Quispe, Franchesco Nadir
AU - Turriate-Guzman, Adriana Margarita
AU - Bravo-Guevara, Dalia Rosa
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2024.
PY - 2024
Y1 - 2024
N2 - This research analyzes the sound narrative of the video game Grand Theft Auto V and focuses on the missions of the character Franklin Clinton. For this reason, it was developed under the qualitative methodology and the observation method. In addition, an observation sheet was applied to detect the components of the sound narrative, such as diegetic and extradiegetic sound. In addition, we sought to identify the incidental and diegetic music that is presented within the video game. The study made it possible to analyze the 31 missions presented in this installment. The results were analyzed using descriptive statistics. The research showed that sound storytelling is important for player or multiplayer development in video games. Finally, it was identified that 42% of the sequences use voice as an immersive resource and 58% apply sound effects. Likewise, the use of music favors dramatic action (38%) and musical interaction in 62%.
AB - This research analyzes the sound narrative of the video game Grand Theft Auto V and focuses on the missions of the character Franklin Clinton. For this reason, it was developed under the qualitative methodology and the observation method. In addition, an observation sheet was applied to detect the components of the sound narrative, such as diegetic and extradiegetic sound. In addition, we sought to identify the incidental and diegetic music that is presented within the video game. The study made it possible to analyze the 31 missions presented in this installment. The results were analyzed using descriptive statistics. The research showed that sound storytelling is important for player or multiplayer development in video games. Finally, it was identified that 42% of the sequences use voice as an immersive resource and 58% apply sound effects. Likewise, the use of music favors dramatic action (38%) and musical interaction in 62%.
KW - Character
KW - Diegetic sound
KW - Music
KW - Sound narrative
KW - Video game
UR - http://www.scopus.com/inward/record.url?scp=85194077361&partnerID=8YFLogxK
U2 - 10.1007/978-981-97-1260-1_1
DO - 10.1007/978-981-97-1260-1_1
M3 - Conference contribution
AN - SCOPUS:85194077361
SN - 9789819712595
T3 - Lecture Notes in Networks and Systems
SP - 1
EP - 9
BT - Intelligent Strategies for ICT - Proceedings of ICTCS 2023
A2 - Kaiser, M. Shamim
A2 - Xie, Juanying
A2 - Rathore, Vijay Singh
T2 - 8th International Conference on Information and Communication Technology for Competitive Strategies, ICTCS 2023
Y2 - 8 December 2023 through 9 December 2023
ER -