Playing in Synch: A Three-Part Typology of Synch Points Between Image and Sound in Bioshock Infinite

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  • Video games make extensive use of image and sound, as well as player interactivity to communicate narrative and gameplay information. While scholars (e.g., Kaae, 2008 and Collins, 2013) have made significant contributions to understanding these forms of communication, there are still fruitful directions to explore. This thesis adds Chion’s (1994) concept of points of synchronization to the discussion by addressing how they might be used as a tool to create emphasis and to provide an auditory and visual setting around a video game’s narrative and gameplay elements. I will argue that it is useful to divide synch points into three types (narrative, gameplay, and serendipitous), and will explore how Chion’s concept, originally developed for cinematic sound, can be expanded to include the complexities afforded by interactive gameplay. I will use Bioshock Infinite (2K Games, 2013) as a case study to demonstrate the utility of this typological approach to synch points.

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  • Copyright © 2017 the author(s). Theses may be used for non-commercial research, educational, or related academic purposes only. Such uses include personal study, research, scholarship, and teaching. Theses may only be shared by linking to Carleton University Institutional Repository and no part may be used without proper attribution to the author. No part may be used for commercial purposes directly or indirectly via a for-profit platform; no adaptation or derivative works are permitted without consent from the copyright owner.

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  • 2017

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