Game Sound from Behind the Sofa: An Exploration into the Fear Potential of Sound & Psychophysiological Approaches to Audio-centric, Adaptive Gameplay

Research output: Book/ReportPh.D. thesisResearch

Abstract

The central concern of this thesis is upon the processes by which human beings perceive sound and experience emotions within a computer video gameplay context. The potential of quantitative sound parameters to evoke and modulate emotional experience is explored, working towards the development of structured hypothetical frameworks of auditory processing and emotional experience. Research relevant to computer game theory, embodied cognition, psychophysiology, emotion studies, fear processing and acoustics/psychoacoustics are reviewed in detail and several primary experimental trials are presented that provide additional support of the hypothetical frameworks: an ecological process of fear, a fear-related model of virtual and real acoustic ecologies, and an embodied virtual acoustic ecology framework.
It is intended that this thesis will clearly support more effective and efficient sound design practices and also improve awareness of the capacity of sound to generate significant emotional experiences during computer video gameplay. It is further hoped that this thesis will elucidate the potential of biometrics/psychophysiology to allow game designers to better understand the player and to move closer towards the development of an automated computer system that is capable of interpreting player-emotion and adapting the game environment in response, to create a continuously evolving and unique, player-centred game experience.
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The central concern of this thesis is upon the processes by which human beings perceive sound and experience emotions within a computer video gameplay context. The potential of quantitative sound parameters to evoke and modulate emotional experience is explored, working towards the development of structured hypothetical frameworks of auditory processing and emotional experience. Research relevant to computer game theory, embodied cognition, psychophysiology, emotion studies, fear processing and acoustics/psychoacoustics are reviewed in detail and several primary experimental trials are presented that provide additional support of the hypothetical frameworks: an ecological process of fear, a fear-related model of virtual and real acoustic ecologies, and an embodied virtual acoustic ecology framework.
It is intended that this thesis will clearly support more effective and efficient sound design practices and also improve awareness of the capacity of sound to generate significant emotional experiences during computer video gameplay. It is further hoped that this thesis will elucidate the potential of biometrics/psychophysiology to allow game designers to better understand the player and to move closer towards the development of an automated computer system that is capable of interpreting player-emotion and adapting the game environment in response, to create a continuously evolving and unique, player-centred game experience.
Original languageEnglish
Number of pages306
Publication statusPublished - 2013
Publication categoryResearch

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ID: 74242621