Morris, S. 2003, WADs, bots and mods: Multiplayer FPS games as co-creative media. Unpublished paper presented at DIGRA.
Added by: Mark Grimshaw-Aagaard 02/03/2006, 12:23
Morris, S. (2002). First person shooters -- a game apparatus. In G. King & T. Krzywinska (Eds.), Screenplay: Cinema/Videogames/Interfaces. (pp. 81–97). London: Wallflower Press.
Added by: Mark Grimshaw-Aagaard 23/09/2004, 15:57
Talking of a typical gamer's hardware setup and location, says they often have to use headphones to "create their own dedicated sonic space which, not surprisingly, increases the immersiveness of the gaming experience."
"Sound in games operates on a number of levels ... an audio complement to action on screen ... and to create a sense of a real physical space".
"[Players] get sonic information from the full 360 degrees of their surroundings".
This is as in real life and as opposed to vision which is 90-120 degrees (talking of quake 2 and quake 3 arena) in-game and slightly more in-life.
"Sound is highly important to players, less for aesthetic reasons than as a carrier of information ... essential information that can be obtained much faster and over a greater distance than if the player were relying upon visual input."