A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines
We 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...
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Format: | Article |
Language: | English |
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Wiley
2008-01-01
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Series: | International Journal of Computer Games Technology |
Online Access: | http://dx.doi.org/10.1155/2008/720280 |
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author | Mark Grimshaw Gareth Schott |
author_facet | Mark Grimshaw Gareth Schott |
author_sort | Mark Grimshaw |
collection | DOAJ |
description | We 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. |
format | Article |
id | doaj-art-79ae692384f240be818bc99e484f39f9 |
institution | Kabale University |
issn | 1687-7047 1687-7055 |
language | English |
publishDate | 2008-01-01 |
publisher | Wiley |
record_format | Article |
series | International Journal of Computer Games Technology |
spelling | doaj-art-79ae692384f240be818bc99e484f39f92025-02-03T01:20:52ZengWileyInternational Journal of Computer Games Technology1687-70471687-70552008-01-01200810.1155/2008/720280720280A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game EnginesMark Grimshaw0Gareth Schott1School of Art and Design, University of Wolverhampton, City Campus, Molineux Street, Wolverhampton WV1 1SB, UKDepartment of Screen and Media Studies, University of Waikato, Private Bag 3105, Hamilton 3240, New ZealandWe 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.http://dx.doi.org/10.1155/2008/720280 |
spellingShingle | Mark Grimshaw Gareth Schott A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines International Journal of Computer Games Technology |
title | A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines |
title_full | A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines |
title_fullStr | A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines |
title_full_unstemmed | A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines |
title_short | A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines |
title_sort | conceptual framework for the analysis of first person shooter audio and its potential use for game engines |
url | http://dx.doi.org/10.1155/2008/720280 |
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