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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 (25/01/2008, 21:33)   Last edited by: Mark Grimshaw-Aagaard (20/09/2009, 10:53)
Resource type: Proceedings Article
BibTeX citation key: Jorgensen2006a
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Categories: Typologies/Taxonomies
Keywords: Immersion, Space
Creators: Jørgensen
Publisher: (Piteå, Sweden)
Collection: Audio Mostly 2006
Views: 7/761
Abstract
What is the role of computer game audio? What formal functions does game audio have? These are central questions in this paper which seeks to outline an overview of the functionalities of sound in games. Based on a concluding chapter in my Ph.D. dissertation in which formal functions are identified and discussed, this paper will be a sum-up of some of the most crucial points in my current Ph.D. research on the functionality of sound and music in computer games. The research shows that game audio has important functions related to actions and events in the game world, and also related to the definition and delimitation of spaces in computer games.
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
Notes
Player surveys questioning the importance of audio in the game both when purchasing and playing. some suggestions for future development of game audio to raise its profile.
Added by: Mark Grimshaw-Aagaard  
Quotes
p.13   "...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."   Added by: Mark Grimshaw-Aagaard
Keywords:   Immersion
p.48   "[...] game audio has the over-arching role of supporting a user system while also supporting the sense of presence in a fictional world."   Added by: Mark Grimshaw-Aagaard
Keywords:   Presence
Paraphrases
pp.10–11   When purchasing a game, game audio is not a motivating factor (playability and graphics are).   Added by: Mark Grimshaw-Aagaard
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