Jørgensen, K. 2006, October 11–12. On the functional aspects of computer game audio. Paper presented at Audio Mostly 2006, Piteå, Sweden.
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 20/09/2009, 10:53
"...gamers now expect realistic audo samples to be used in games, and critically, the use of such sounds will make the audio world more immersive and thus, [sic] effective."
"[...] game audio has the over-arching role of supporting a user system while also supporting the sense of presence in a fictional world."
When purchasing a game, game audio is not a motivating factor (playability and graphics are).
Jørgensen, K. (2007). On transdiegetic sounds in computer games. Northern Lights, 5, 105–117.
Added by: Mark Grimshaw-Aagaard 05/01/2009, 09:37
Transdiegetic sound is "[m]usic that has no source in the game world but still has the ability to inform about events in that world".
Jørgensen, K. (2007). ‘What are those grunts and growls over there?’ Computer game audio and player action. Unpublished Dissertation PhD.
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 21/11/2008, 09:57
Jørgensen, K. (2008). Audio and gameplay: An analysis of PvP battlegrounds in World of Warcraft. Game Studies, 8(2). Retrieved January 6, 2009, from http://gamestudies.org/0802/articles/jorgensen
Added by: Mark Grimshaw-Aagaard 06/01/2009, 03:42
Jørgensen, K. (2009). A comprehensive study of sound in computer games: How audio affects player action. Queenston: The Edwin Mellen Press.
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 23/05/2012, 09:02