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Jørgensen, K. (2007). ‘What are those grunts and growls over there?’ Computer game audio and player action. Unpublished Dissertation PhD. 
Added by: Mark Grimshaw-Aagaard (21/11/2008, 10:55)   Last edited by: Mark Grimshaw-Aagaard (21/11/2008, 10:57)
Resource type: Thesis/Dissertation
BibTeX citation key: Jorgensen2007a
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Categories: Sound Design
Creators: Jørgensen
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Abstract
"This dissertation concerns the functionality of sound in computer games, with focus on the relationship between game audio, player actions and events in the game. The central questions of investigation in the project centre on how game sound affects player actions, and how auditory information enables the player to take action in the game world. On this basis, the focus lies on the relationship between the use of audio and the player, with emphasis on the player’s actions and responses.

The point of departure is that the functionality of game audio depends on the dual nature of computer games as a game world and a user system. As a game world, the computer game is seen as a coherent virtual environment in which the player acts and which utilizes sound to enhance the sense of presence in this game world. As a user system, the computer game is manipulated by the player through an interface consisting of input devices such as game controller or mouse/keyboard and audiovisual output. This user system emphasises sound as a usability feature that provides reactive and proactive information to the player. Computer game audio combines these roles by making usability sounds merge into sounds that seem to be motivated by a sense or presence and the illusion of realism in the game world.

The project draws on theory primarily from two different angles. The first is film theory on sound and music, which studies the use of sound in an audiovisual context where it seeks to emphasise a specific fictive world. The division between diegetic sound that appears to belong naturally to the game universe and extradiegtic sound that seems to comment on what happens within the game world from an external perspective has been central in understanding how audio works to support the virtual game world. The second theoretical angle is auditory display studies, which derives from ecological psychoacoustics and human-computer interface studies. Auditory display studies research and develop systems that utilize sound for communicative purposes in computer systems, virtual simulators and the everyday life. The ideas of how different types of sound signals may be used to provide different kinds of responsive and urgent information have been fruitful in understanding how game audio works for usability purposes.

The study is also based on empirical studies of computer game players and game audio developers. Game developer interviews have revealed purposes and intentions behind audio in computer games, and pointed out possibilities and constraints in connection with game audio development, while the interviews with and observations of players of two different games have demonstrated how actual players understand and utilize sound in the gaming context."
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
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