Show Summary Details

Page of

PRINTED FROM OXFORD HANDBOOKS ONLINE (www.oxfordhandbooks.com). © Oxford University Press, 2018. All Rights Reserved. Under the terms of the licence agreement, an individual user may print out a PDF of a single chapter of a title in Oxford Handbooks Online for personal use (for details see Privacy Policy and Legal Notice).

date: 21 August 2019

Abstract and Keywords

Through the theoretical frameworks of sonic virtuality and embodied cognition, Tom Garner considers the role of imagination in the context of sound in actualizing the virtual worlds of digital games. In a chapter that takes in Spinoza, Hume, Kant, and Deleuze, Garner uses this consideration of imagination as the foundation to explore world-building in digital games—where the player is a significant agent in constructing a viable world in which to be present—concluding that sound, when allied to imagination, has a major role in world-blurring, Garner’s term for the convergence, and inability to distinguish, between the real physical world and the “other-real” virtual world.

Keywords: sonic virtuality, virtuality, reality, digital games, perception

Access to the complete content on Oxford Handbooks Online requires a subscription or purchase. Public users are able to search the site and view the abstracts and keywords for each book and chapter without a subscription.

Please subscribe or login to access full text content.

If you have purchased a print title that contains an access token, please see the token for information about how to register your code.

For questions on access or troubleshooting, please check our FAQs, and if you can''t find the answer there, please contact us.