Sound Research WIKINDX |
Resource type: Web Article Peer reviewed DOI: 10.1155/2008/178923 ID no. (ISBN etc.): 1687-7047 BibTeX citation key: Parker2008 Email resource to friend View all bibliographic details |
Categories: Sound Design Creators: Heerema, Parker Publisher: Hindawi Publishing Corporation Collection: International Journal of Computer Games Technology |
Views: 6/647
|
Abstract |
The use of sound in an interactive media environment has not been advanced, as a technology, as far as graphics or artificial intelligence. This discussion will explore the use of sound as a way to influence the player of a computer game, will show ways that a game can use sound as input, and will describe ways that the player can influence sound in a game. The role of sound in computer games will be explored some practical design ideas that can be used to improve the current state of the art will be given.
Added by: Mark Grimshaw-Aagaard |
Quotes |
"Acceptable audio is merely expected, and so games with poor audio do not sell very well; games with excellent audio may or may not sell depending on other content." Added by: Mark Grimshaw-Aagaard |
Paraphrases |
In multimedia narratives [i.e. virtual worlds and digital games], sound can generate more fear than can vision. If the sound source is on screen, it is probably less threatening than if it is acousmatic. This is instinctive.
Added by: Mark Grimshaw-Aagaard
Keywords: Threat Acousmatic sound |