In previous work I have provided a conceptual framework for the design and analysis of sound in First-Person Shooter games and have suggested that the relationship between player and soundscape in such games can be modeled as an acoustic ecology. This paper develops these ideas further in the context of multiplayer First-Person Shooter games. I suggest that individual acoustic ecologies within the game combine to create a virtual acoustic ecology, of which no player is wholly aware, and that this virtual acoustic ecology may be modeled as an autopoietic (sonopoietic) system that, in part, explains and enhances player immersion in the game.
|Titel||Proceedings of The 6th Annual International Conference in Computer Game Design and Technology|
|Forlag||The school of Computing and Mathematical Siences – Liverpool John Moores University|
|Publikationsdato||1 nov. 2008|
|Status||Udgivet - 1 nov. 2008|
- Self-Organizing Systems
- FPS games
- Human Factors
- Sound and Music Computing – modeling systems.