Game Sound Technology and Player Interaction
DOI: 10.4018/978-1-61692-828-5.ch006
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A Combined Model for the Structuring of Computer Game Audio

Abstract: This chapter presents a model for the structuring of computer game audio building on the IEZA-framework (Huiberts & van Tol, 2008), Murch’s (1998) conceptual model for the production of film sound, and the affordance theory put forth by Gibson (1977/1986). This model makes it possible to plan the audio layering of computer games in terms of the relationship between encoded and embodied sounds, cognitive load, the functionality of the sounds in computer games, the relative loudness between sounds, and the d… Show more

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Cited by 10 publications
(2 citation statements)
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“…In the Humanities there are several authors who acknowledge that the player-avatar link is exactly embodiment, in the form of extension of the player's body. In a number of his works, Wilhelmsson has argued that many aspects of a game experience are consequences of a Game Ego manifestation (Wilhelmsson 2001(Wilhelmsson , 2006(Wilhelmsson , 2008. The Game Ego is a bodily based function that enacts a point of being within the game environment through a tactile motor/kinesthetic link.…”
Section: Perspectives Within the Humanitiesmentioning
confidence: 99%
“…In the Humanities there are several authors who acknowledge that the player-avatar link is exactly embodiment, in the form of extension of the player's body. In a number of his works, Wilhelmsson has argued that many aspects of a game experience are consequences of a Game Ego manifestation (Wilhelmsson 2001(Wilhelmsson , 2006(Wilhelmsson , 2008. The Game Ego is a bodily based function that enacts a point of being within the game environment through a tactile motor/kinesthetic link.…”
Section: Perspectives Within the Humanitiesmentioning
confidence: 99%
“…At the basis of the sound design lies the combined model for computer game audio proposed by Wilhelmsson and Wallén (2011). See Fig.…”
Section: Designing the Gamementioning
confidence: 99%