A preliminary experiment to assess the fear value of preselected sound parameters in a survival horror game

Tom Alexander Garner, Mark Nicholas Grimshaw, Debbie Abdel Nabi

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

25 Citations (Scopus)
889 Downloads (Pure)

Abstract

This paper presents an experiment testing which sound parameters, in a survival horror game context, most warrant further investigation as a means to control the level of fear in such games. The experiment is part of a long-term study ultimately designed to support the development of a biofeedback procedural audio engine for computer games. By this means, it is hoped to provide an enhanced gaming experience whereby sound synthesis and audio processing is conducted in real-time according to the player's affect responses and emotional state. Results indicate that coarse manipulation of audio parameters has the potential to influence the intensity of the player?s fear response whilst playing a survival horror game. Evidence is also presented that supports the integration of event logging and realtime participant vocal response into an experimental design to gather unbiased, quantitative data that can be associated with qualitative emotional response.
Original languageEnglish
Title of host publicationAM '10 The 5th Audio Mostly Conference
Number of pages10
PublisherAssociation for Computing Machinery
Publication date1 Sept 2010
ISBN (Print)978-1-4503-0046-9
DOIs
Publication statusPublished - 1 Sept 2010
Externally publishedYes

Bibliographical note

This paper was presented at the 2010 Audio Mostly conference, Piteå, Sweden.

Fingerprint

Dive into the research topics of 'A preliminary experiment to assess the fear value of preselected sound parameters in a survival horror game'. Together they form a unique fingerprint.

Cite this