Keywords:
Videogames, artgames, sound, music, uncanny valley, uncanny auditorium, simulacra, hyperreality, semiotics, audiovisualCopyright (c) 2017 Luis Felipe Camacho Blanco

This work is licensed under a Creative Commons Attribution 4.0 International License.
Abstract
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.
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