Sound Research WIKINDX

WIKINDX Resources

Huiberts, S. (2010). Captivating sound: The role of audio for immersion in games. Unpublished Thesis PhD, University of Portsmouth and Utrecht School of the Arts, Portsmouth. 
Added by: sirfragalot (02/28/2011 09:12:39 AM)   Last edited by: sirfragalot (02/28/2011 09:13:24 AM)
Resource type: Thesis/Dissertation
BibTeX citation key: Huiberts2010a
View all bibliographic details
Categories: General
Keywords: Immersion
Creators: Huiberts
Publisher: University of Portsmouth and Utrecht School of the Arts (Portsmouth)
Views: 4/338
Abstract
"This thesis explores the relation between game audio and (computer) game immersion. The main contribution in this research is a framework for the conceptual design of game audio in relation to immersion. A model for game audio is presented defining the communication by means of game audio during active gameplay. This model, named IEZA (Huiberts & van Tol, 2008), defines four conceptual domains of communication of game audio. IEZA was developed to enable a more detailed and consistent investigation into game audio and has been evaluated as a design resource in educational, academic and practical settings.

Immersion is considered to be one of the key factors making games worthy to play. The unity that seems to exist in the fact that many parties value this phenomenon is more apparent than real: there is a lot of dispute on the scope of immersion. Several classifications of immersion are compared for a better understanding of the nature of an immersive experience. The three‐dimensional SCI‐model by Ermi & Mäyrä (2005) is considered as valuable representation of the multi‐dimensional character of immersion.

Audio is an important constituent of most games and its role for immersion in games has hardly been investigated. In this thesis, audio is studied using the IEZA‐model and the SCI‐model, and several design issues are described. This yields a conceptual framework that describes various audio design issues that can be used to reflect upon conceptual decisions relevant for the design of audio in relation to immersion. This framework can be used for a conceptual analysis of design and is relevant for audio designers as well as game designers."
Added by: sirfragalot  Last edited by: sirfragalot
WIKINDX 6.4.9 | Total resources: 1083 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)


PHP execution time: 0.09156 s
SQL execution time: 0.08521 s
TPL rendering time: 0.00385 s
Total elapsed time: 0.18062 s
Peak memory usage: 9.5621 MB
Memory at close: 9.3979 MB
Database queries: 57