This discussion highlights soundwalking's role in virtual place-making and its impact on values and listening in games.
This paper argues for a practice of soundwalking in games as a form of virtual place-making and as a method for examining how sound design in games constructs particular values, realities, and attitudes to listening. Several case studies are discussed including Fortnite, Last of Us, Horizon Zero Dawn, and Season.
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Milena Droumeva (2023) studied this question.