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 language | English |
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Title of host publication | The 5th International Conference on Game Design and Technology, Game Design Technology |
Publisher | Game Design and Technology Workshop |
Publication date | 1 Nov 2007 |
Publication status | Published - 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