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.
|Title of host publication||Proceedings of The 6th Annual International Conference in Computer Game Design and Technology|
|Number of pages||7|
|Publisher||The school of Computing and Mathematical Siences – Liverpool John Moores University|
|Publication date||1 Nov 2008|
|Publication status||Published - 1 Nov 2008|
Bibliographical notePaper presented at the Sixth Annual International Conference in Computer Game Design and Technology, Liverpool, UK, 12th-13th November 2008. The conference website is available at http://www.cms.livjm.ac.uk/gdtw/gdtw2008/
- autopoiesis,FPS games,immersion,self-organizing systems,First-person shooter,sound,acoustic ecology,Computer games