Sound and immersion in the first-person shooter

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30 Citations (Scopus)

Abstract

One of the aims of modern First-Person Shooter (FPS) design is to provide an immersive experience to the player. This paper examines the role of sound in enabling such immersion and argues that even in ?realism? FPS games, it may be achieved sonically through a focus on caricature rather than realism. The paper utilizes and develops previous work in which a conceptual framework for the design and analysis of run and gun FPS sound is developed and the notion of the relationship between player and FPS soundscape as an acoustic ecology is put forward (Grimshaw and Schott 2007a; Grimshaw and Schott 2007b). Some problems of sound practice and sound reproduction in the game are highlighted and a conceptual solution is proposed.
Original languageEnglish
Title of host publicationThe 11th International Computer Games Conference
PublisherUniversity of Wolverhampton, School of Computing and Information Technology
Publication date1 Nov 2007
Publication statusPublished - 1 Nov 2007

Bibliographical note

This paper was presented at the 11th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games, Université de La Rochelle, France, 21-23 November 2007.

Keywords

  • immersion,First-person shooter,sound,realism,acoustic ecology,Computer games

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