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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 language | English |
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Title of host publication | AcademicMindTrek '15 : Proceedings of the 19th International Academic MindTrek Conference |
Number of pages | 8 |
Publisher | Association for Computing Machinery |
Publication date | 5 Dec 2015 |
Pages | 47-54 |
ISBN (Print) | 978-1-4503-3948-3 |
DOIs | |
Publication status | Published - 5 Dec 2015 |
Event | Academic MindTrek 2015 - Tampere, Finland Duration: 22 Sept 2015 → 24 Sept 2015 |
Conference
Conference | Academic MindTrek 2015 |
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Country/Territory | Finland |
City | Tampere |
Period | 22/09/2015 → 24/09/2015 |
Keywords
- Video Game Audio
- Diegetic Space
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SMILE: SMILE Lab - Samsung Media Innovation Lab for Education
Reng, L. & Fog, H. S.
01/01/2014 → …
Project: Other