Open AccessJournal Article
Sound and immersion in the first-person shooter
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TLDR
Grimshaw and Schott as mentioned in this paper examined the role of sound in enabling player immersion and argued that, even in'realism' FPS games, it may be achieved sonically through a focus on caricature rather than realism.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 both 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.read more
Citations
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Proceedings ArticleDOI
Flow and immersion in first-person shooters: measuring the player's gameplay experience
TL;DR: The positive correlation between subjective and objective indicators of gameplay experience shows the great potential of the method presented here for providing real-time emotional profiles of gameplay that may be correlated with self-reported subjective descriptions.
Journal ArticleDOI
More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game
TL;DR: In this article, the authors report the results of a correlation between Game Experience Questionnaire (GEQ) dimensions and EMG/EDA activity and conclude subjective measures could advance our understanding of sonic UX in digital games.
Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience
TL;DR: This method shows that emotional patterns emerge from different level designs, which has great potential for providing real-time emotional profiles of gameplay that may be generated together with self- reported subjective player experience descriptions.
Book ChapterDOI
Serious Games Analytics: Theoretical Framework
TL;DR: Since the performance metrics from one industry are unlikely to transfer well into another industry, those that are optimal for use in the Serious Games industry must be properly identified as Serious Games Analytics—to properly measure, assess, and improve performance with serious games.
References
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Book
The experience economy : work is theatre & every business a stage
B. Joseph Pine,James H. Gilmore +1 more
TL;DR: Pine and Gilmore as discussed by the authors argue that the future economic growth lies in the value of experiences and transformations, and that good and services are no longer enough to transform what they produce.
Journal ArticleDOI
Looking at pictures: affective, facial, visceral, and behavioral reactions
TL;DR: Responsibility specificity, particularly facial expressiveness, supported the view that specific affects have unique patterns of reactivity, and consistency of the dimensional relationships between evaluative judgments and physiological response emphasizes that emotion is fundamentally organized by these motivational parameters.
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The emotion probe. Studies of motivation and attention.
TL;DR: Using a large emotional picture library, reliable affective psychophysiologies are shown, defined by the judged valence (appetitive/pleasant or aversive/unpleasant) and arousal of picture percepts.
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Hamlet on the Holodeck: The Future of Narrative in Cyberspace
TL;DR: In "Hamlet on the Holodeck" as discussed by the authors, a world in which Homer's "Iyre" and Gutenberg's printing press have given way to virtual reality environments like the "Star Trek" ® holodeck, Murray analyzes the state of "immersion" of participating in a text to such an extent that you literally get lost in a story and obliterate the outside world from your awareness.
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