
handle: 10486/678793
Artgames are progressively turning into the main artistic genre of the 21st century. With its own mature language and aesthetic, the old videogame limitations have become a great semiotic tool that triggers different emotional processes. Sound and music have obtained their own roles inside the artgames, different from the rest of audiovisual media and which is more important, they have created a sign-sound, a Baudrillard-type simulacrum asociated to artgames media: the uncanny auditorium.
Valle inquietante, Audiovisual, Videojuegos, Sonido, Auditorio, Hiperrealidad, Estética, Inquietante, Simulacros, Semiótica, Música
Valle inquietante, Audiovisual, Videojuegos, Sonido, Auditorio, Hiperrealidad, Estética, Inquietante, Simulacros, Semiótica, Música
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 1 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
