Show simple item record

dc.contributor.authorGrimshaw, Mark
dc.contributor.authorSchott, Gareth
dc.date.accessioned2008-08-20T14:46:31Z
dc.date.available2008-08-20T14:46:31Z
dc.date.issued2008
dc.identifier.citationInternational Journal of Computer Games Technology, Volume 2008, Article ID 720280, 7 pages
dc.identifier.issn16877047
dc.identifier.issn16877055
dc.identifier.doi10.1155/2008/720280
dc.identifier.urihttp://hdl.handle.net/2436/35997
dc.description.abstractWe introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the audio component of game engines. The framework was created in order to illustrate and acknowledge the direct role of in-game audio in shaping player-player interactions and in creating a sense of immersion in the game world. Furthermore, it is argued that the relationship between player and sound is best conceptualized theoretically as an acoustic ecology. Current game engines are capable of game world spatiality through acoustic shading, but the ideas presented here provide a framework to explore other immersive possibilities for game audio through real-time synthesis.
dc.language.isoen
dc.publisherHindawi
dc.relation.urlhttps://www.hindawi.com/journals/ijcgt/2008/720280/
dc.titleA conceptual framework for the design and analysis of first-person shooter audio and its potential use for game engines
dc.typeJournal article
dc.identifier.journalInternational Journal of Computer Games Technology
refterms.dateFOA2018-08-21T11:42:07Z
html.description.abstractWe introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the audio component of game engines. The framework was created in order to illustrate and acknowledge the direct role of in-game audio in shaping player-player interactions and in creating a sense of immersion in the game world. Furthermore, it is argued that the relationship between player and sound is best conceptualized theoretically as an acoustic ecology. Current game engines are capable of game world spatiality through acoustic shading, but the ideas presented here provide a framework to explore other immersive possibilities for game audio through real-time synthesis.


Files in this item

Thumbnail
Name:
Grimshaw_IJCGT_2008.pdf
Size:
865.3Kb
Format:
PDF

This item appears in the following Collection(s)

Show simple item record