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Morris, S. (2002). First person shooters -- a game apparatus. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 81–97). London: Wallflower Press. 
Added by: sirfragalot (09/23/2004 03:57:54 PM)   
Resource type: Book Article
BibTeX citation key: Morris2002
View all bibliographic details
Categories: Game Design
Keywords: First Person Shooters, Interaction
Creators: King, Krzywinska, Morris
Publisher: Wallflower Press (London)
Collection: Screenplay: Cinema/Videogames/Interfaces
Views: 4/541
Notes
An analysis of how game players (inter)react with the game environment from the point of view of FPS games.
Added by: sirfragalot  
Quotes
p.86   Talking of a typical gamer's hardware setup and location, says they often have to use headphones to "create their own dedicated sonic space which, not surprisingly, increases the immersiveness of the gaming experience."   Added by: sirfragalot
p.88   "Sound in games operates on a number of levels ... an audio complement to action on screen ... and to create a sense of a real physical space".   Added by: sirfragalot
p.88   "[Players] get sonic information from the full 360 degrees of their surroundings".

This is as in real life and as opposed to vision which is 90-120 degrees (talking of quake 2 and quake 3 arena) in-game and slightly more in-life.   Added by: sirfragalot
p.88   "Sound is highly important to players, less for aesthetic reasons than as a carrier of information ... essential information that can be obtained much faster and over a greater distance than if the player were relying upon visual input."   Added by: sirfragalot
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