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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: Mark Grimshaw-Aagaard (23/09/2004, 15:57)   
Resource type: Book Chapter
BibTeX citation key: Morris2002
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Categories: Game Design
Keywords: First Person Shooters, Interaction
Creators: King, Krzywinska, Morris
Publisher: Wallflower Press (London)
Collection: Screenplay: Cinema/Videogames/Interfaces
Views: 6/773
Notes
An analysis of how game players (inter)react with the game environment from the point of view of FPS games.
Added by: Mark Grimshaw-Aagaard  
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: Mark Grimshaw-Aagaard
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: Mark Grimshaw-Aagaard
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: Mark Grimshaw-Aagaard
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: Mark Grimshaw-Aagaard
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