Computers as Theatre
Audio games: new perspectives on game audio
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Proceedings of the 5th Audio Mostly Conference: A Conference on Interaction with Sound
A climate of fear: considerations for designing a virtual acoustic ecology of fear
Proceedings of the 6th Audio Mostly Conference: A Conference on Interaction with Sound
Designing soundscapes of virtual environments for crisis management training
Proceedings of the Designing Interactive Systems Conference
Proceedings of the 7th Audio Mostly Conference: A Conference on Interaction with Sound
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We introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the audio component of game engines. The framework was created in order to illustrate and acknowledge the direct role of in-game audio in shaping player-player interactions and in creating a sense of immersion in the game world. Furthermore, it is argued that the relationship between player and sound is best conceptualized theoretically as an acoustic ecology. Current game engines are capable of game world spatiality through acoustic shading, but the ideas presented here provide a framework to explore other immersive possibilities for game audio through real-time synthesis.