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Shilling, R., Zyda, M., & Wardynski, E. C. 2002, November 30. Introducing emotion into military simulation and videogame design: America’s Army: Operations and VIRTE. Paper presented at GameOn, London.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 19/12/2010, 05:19
"[...] emotional arousal has a positive impact on learning, performance, and sense of immersion in virtual environments."  
"A flat recording is not only emotionally flat; it also sounds unrealistic
(Yewdall, 1999). Instead, flat recordings [in AA:O] were mixed with other explosive sounds to compensate for the weaknesses of the reproduction media."

Yewdall, D. (1999). Practical Art of Motion Picture Sound. Boston, MA: Focal Press.
 
"Within the limitations of the game engine, if you see an action on the screen, you hear a corresponding sound. These details are crucial for immersing a player in the scene."  
"Results indicated increased physiological responses on all measures in the sound versus no sound condition" and the authors use this to argue that "the audio component of a videogame or simulation contributes significantly to the emotional response of the participants".  

The authors refer to the audience for Saving Private Ryan as being immersed in the sound field -- i.e. physically immersed (Spielberg 1998).

 
Collecting Temperature, Electro Dermal Response (EDR), the data showed that, when comparing headphones and speakers, there was only a temperature rise in the latter use. The authors argue that this is not a convincing argument for speaker use over headphone use.
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