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Parker, J. R., & Heerema, J. (2008). Audio interaction in computer mediated games. International Journal of Computer Games Technology, 2008 Retrieved December 31, 2007, from ... doi=10.1155/2008/178923 
Added by: Mark Grimshaw-Aagaard (12/31/07, 6:29 AM)   
Resource type: Web Article
Peer reviewed
DOI: 10.1155/2008/178923
ID no. (ISBN etc.): 1687-7047
BibTeX citation key: Parker2008
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Categories: Sound Design
Creators: Heerema, Parker
Publisher: Hindawi Publishing Corporation
Collection: International Journal of Computer Games Technology
Views: 14/866
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  
   "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
   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