Categorizing Video Game Audio: An exploration of auditory-psychological effects

Andreas Rytter Westerberg, Henrik Schoenau-Fog

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

8 Citations (Scopus)

Abstract

This paper dives into the subject of video game audio and how it can be categorized in order to deliver a message to a player in the most precise way. A new categorization, with a new take on the diegetic spaces, can be used a tool of inspiration for sound- and game-designers to rethink how they can use audio in video games. The conclusion of this study is that the current models' view of the diegetic spaces, used to categorize video game audio, is not t to categorize all sounds. This can however possibly be changed though a rethinking of how the player interprets audio.
Original languageEnglish
Title of host publicationAcademicMindTrek '15 : Proceedings of the 19th International Academic MindTrek Conference
Number of pages8
PublisherAssociation for Computing Machinery
Publication date5 Dec 2015
Pages47-54
ISBN (Print)978-1-4503-3948-3
DOIs
Publication statusPublished - 5 Dec 2015
EventAcademic MindTrek 2015 - Tampere, Finland
Duration: 22 Sept 201524 Sept 2015

Conference

ConferenceAcademic MindTrek 2015
Country/TerritoryFinland
CityTampere
Period22/09/201524/09/2015

Keywords

  • Video Game Audio
  • Diegetic Space

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