Autopoiesis and sonic immersion: Modelling sound-based player relationships as a self-organizing system

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Abstract

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.
Original languageEnglish
Title of host publicationProceedings of The 6th Annual International Conference in Computer Game Design and Technology
Number of pages7
PublisherThe school of Computing and Mathematical Siences – Liverpool John Moores University
Publication date1 Nov 2008
Publication statusPublished - 1 Nov 2008

Bibliographical note

Paper 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/

Keywords

  • autopoiesis,FPS games,immersion,self-organizing systems,First-person shooter,sound,acoustic ecology,Computer games

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