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Open AccessJournal Article

Sound and immersion in the first-person shooter

Mark Grimshaw
- 01 Apr 2008 - 
- Vol. 5, Iss: 1, pp 119-124
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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.

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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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