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Grimshaw, M., & Schott, G. 2007, September 10–11, A conceptual framework for the design and analysis of first-person shooter audio. Paper presented at Third International Conference on Games Research and Development, Manchester. 
Added by: Mark Grimshaw-Aagaard (14/09/2007, 19:48)   Last edited by: Mark Grimshaw-Aagaard (14/09/2007, 19:54)
Resource type: Proceedings Article
BibTeX citation key: Grimshaw2007a
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Categories: Sound Design, Typologies/Taxonomies
Creators: Grimshaw, Schott
Publisher: CyberGames (Manchester)
Collection: Third International Conference on Games Research and Development
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Abstract
In this paper, we introduce and describe a new conceptual framework for the design and analysis of audio for run and gun First-Person Shooter (FPS) games. The framework was created in order to illustrate and acknowledge the direct role of in-game audio in shaping player-to-player interactions and creating a sense of immersion in the game world. The emphasis placed upon graphical representation to-date within scholarly work and by the industry itself has left the significance of game audio theoretically underdeveloped and undervalued. Our work therefore seeks to deliver a conceptual language for the understanding, discussion and design of electronic and digital game sound. The first phase of this long-term research program entailed examining the degree to which it is possible to apply existing concepts from related disciplines such as Film Theory, Psychology and Soundscape Theories in addition to constructing new concepts to account for the unique way games function as new media. The resulting conceptual framework reflects our contention that FPS game environments are best understood as an acoustic ecology. We illustrate this with the Quake III Arena ‘mod’ Urban Terror.
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
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