The resonating spaces of First-Person Shooter games

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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 may be modeled as an acoustic ecology. This paper develops these ideas further and uses them to describe and define a variety of sonic spaces within the First- Person Shooter and their relevance for player immersion in both the acoustic ecology and the wider gameworld.
Original languageEnglish
Title of host publicationThe 5th International Conference on Game Design and Technology, Game Design Technology
PublisherGame Design and Technology Workshop
Publication date1 Nov 2007
Publication statusPublished - 1 Nov 2007

Bibliographical note

Presented at the 5th Annual International Conference in Computer Game Design and Technology, 14th-15th November 2007, Liverpool, United Kingdom.

Keywords

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

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