2.50
Hdl Handle:
http://hdl.handle.net/2436/35995
Title:
Sound and Immersion in the First-Person Shooter
Authors:
Grimshaw, Mark
Other Titles:
Proceedings of CGAMES’2007
Abstract:
One of the aims of modern First-Person Shooter (FPS) design is to provide an immersive experience to the player. This paper examines the role of sound in enabling such immersion and argues that even in ‘realism’ FPS games, it may be achieved sonically through a focus on caricature rather than realism. The paper utilizes and develops previous work in which a conceptual framework for the design and analysis of run and gun FPS sound is developed and the notion of the relationship between player and FPS soundscape as an acoustic ecology is put forward (Grimshaw and Schott 2007a; Grimshaw and Schott 2007b). Some problems of sound practice and sound reproduction in the game are highlighted and a conceptual solution is proposed.
Citation:
In: Mehdi, Q., Estraillier, P. and Eboueya, M. (eds.) Proceedings of CGAMES’2007. 11th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games, Université de La Rochelle, France, 21-23 November 2007
Publisher:
University of Wolverhampton, School of Computing and Information Technology
Issue Date:
2007
URI:
http://hdl.handle.net/2436/35995
Additional Links:
http://www.cgames.org/; http://www.wlv.ac.uk/Default.aspx?page=15314
Type:
Meetings and Proceedings
Language:
en
ISBN:
978-0-9549016-4-6
Appears in Collections:
Art, Design and Creative Technology; Game Simulation and Artificial Intelligence Centre (GSAI)

Full metadata record

DC FieldValue Language
dc.contributor.authorGrimshaw, Mark-
dc.date.accessioned2008-08-20T14:03:12Z-
dc.date.available2008-08-20T14:03:12Z-
dc.date.issued2007-
dc.identifier.citationIn: Mehdi, Q., Estraillier, P. and Eboueya, M. (eds.) Proceedings of CGAMES’2007. 11th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games, Université de La Rochelle, France, 21-23 November 2007en
dc.identifier.isbn978-0-9549016-4-6-
dc.identifier.urihttp://hdl.handle.net/2436/35995-
dc.description.abstractOne of the aims of modern First-Person Shooter (FPS) design is to provide an immersive experience to the player. This paper examines the role of sound in enabling such immersion and argues that even in ‘realism’ FPS games, it may be achieved sonically through a focus on caricature rather than realism. The paper utilizes and develops previous work in which a conceptual framework for the design and analysis of run and gun FPS sound is developed and the notion of the relationship between player and FPS soundscape as an acoustic ecology is put forward (Grimshaw and Schott 2007a; Grimshaw and Schott 2007b). Some problems of sound practice and sound reproduction in the game are highlighted and a conceptual solution is proposed.en
dc.language.isoenen
dc.publisherUniversity of Wolverhampton, School of Computing and Information Technologyen
dc.relation.urlhttp://www.cgames.org/en
dc.relation.urlhttp://www.wlv.ac.uk/Default.aspx?page=15314en
dc.subjectFirst-person shooteren
dc.subjectSounden
dc.subjectImmersionen
dc.subjectRealismen
dc.titleSound and Immersion in the First-Person Shooteren
dc.title.alternativeProceedings of CGAMES’2007en
dc.typeMeetings and Proceedingsen
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