| Title: | Situating Gaming as a Sonic Experience: The acoustic ecology of First Person Shooters |
| Other Titles: | Situated Play (2007) Proceedings of DIGRA |
| Authors: | Grimshaw, Mark Schott, Gareth |
| Citation: | In: Situated Play (2007) Proceedings of DIGRA, Digital Games Research Association, September 24-28, 2007, Tokyo, Japan. |
| Publisher: | Digital Games Research Association (DiGRA) |
| Issue Date: | 2007 |
| URI: | http://hdl.handle.net/2436/35996 |
| Additional Links: | http://www.digra.org/ http://www.wlv.ac.uk/Default.aspx?page=15440 |
| Abstract: | To date, little has been written on digital game sound as Games Studies has almost exclusively treated and discussed digital games as a visual medium. This paper explores how sound possesses the ability to create perceptions of a variety
of spaces within the game world, thus constituting a significant contributing factor to player immersion.
Focusing on First-Person Shooters (FPS), we argue that player(s) and soundscape(s), and the relationships between them, may be usefully construed and conceptualized as an
acoustic ecology. An argument is presented that, even though its sonic palette may be smaller, the FPS acoustic ecology emulates real world ecologies as players form a vital component in its construction and maintenance. The
process of building a conceptual framework for
understanding and testing the function of game sound as an acoustic ecology is broadly outlined, involving the application and extension of a disparate range of media sound theories in addition to the construction of new
concepts to account for the unique features of the
interactive medium of FPS games. |
| Type: | Meetings & Proceedings |
| Language: | en |
| Keywords: | Acoustic ecology First-person shooter Conceptual language Sound taxonomy Games |
| Appears in Collections: | Art, Design and Creative Technology
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| Files in This Item: |
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| Grimshaw_DiGRA2007.pdf | | 617Kb | Adobe PDF |  View/Open |
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