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Adaptiv musik i digitala spel: dess funktion och inverkan på spelaren
Blekinge Institute of Technology.
Blekinge Institute of Technology.
2018 (Swedish)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
Abstract [sv]

Adaptiv musik gör det möjligt för spelutvecklare att implementera musik som reagerar på andra spel-parametrar. Därmed kan musiken följa spelets narrativ i realtid och på så vis bidra till en uppslukande upplevelse. I ett spel med adaptiv musik innehar spelaren agens och inverkan på musiken, samtidigt som musiken också innehar agens och inverkan på spelaren. Vi har i detta kandidatarbete undersökt hur den adaptiva musiken skulle kunna påverka spelarens prestationsförmåga genom att titta på element som kan ha inflytande i den här frågan, till exempel musikens funktioner och stress. Vi har bedrivit tester samt kombinerat kvantitativa och kvalitativa metoder för att både kunna fördjupa oss i frågan och gå in på detaljerna, men samtidigt erhålla bredare och mer övergripande kunskap om den adaptiva musikens roll i spel. I texten skildrar vi det praktiska arbetet med alla dess tekniska ingredienser som vi utförde för att skapa och implementera adaptiv musik i spel. Vi erbjuder avslutningsvis även en redogörelse av den insamlade datan, en metodiskt utförd analys, samt en djupgående diskussion som reflekterar över arbetet och föreslår hur man skulle kunna fortsätta undersöka detta ämne.

Abstract [en]

Adaptive music allows game developers to implement music that responds to other game parameters. Thus, the music can follow the game's narrative in real time, thereby contributing to an immersive experience. In a game with adaptive music, the player has agency and influence on the music, while at the same time the music also has agency and influence on the player. In this bachelor thesis, we have investigated how adaptive music could affect player performance by looking at elements that may influence this issue, such as music features and stress. We have conducted tests as well as combined quantitative with qualitative methods which enabled us to dive deeper in this question and get into the details, while at the same time obtaining broader and more comprehensive knowledge about the role of adaptive music in games. In the text, we describe the practical work with all of  it’s technical ingredients that we performed to create and implement adaptive music in a game. Finally, we also provide an account of the collected data, a methodically conducted analysis, and an in-depth discussion that reflects on the work and suggests how to continue researching this subject.

Place, publisher, year, edition, pages
2018. , p. 42
Keywords [en]
Adaptive music, horizontal re-sequencing, vertical re-orchestration, player performance, stress
Keywords [sv]
Adaptiv musik, horizontal re-sequencing, vertical re-orchestration, prestationsförmåga, stress
National Category
Media Engineering
Identifiers
URN: urn:nbn:se:bth-16765OAI: oai:DiVA.org:bth-16765DiVA, id: diva2:1231850
Subject / course
ME1588 Kandidatarbete i Medieteknik, 30 hp
Educational program
MEGDL Digital Audio Production
Supervisors
Examiners
Available from: 2018-07-13 Created: 2018-07-09 Last updated: 2018-07-13Bibliographically approved

Open Access in DiVA

BTH2018AarthunSokolovic(587 kB)339 downloads
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Type fulltextMimetype application/pdf

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CiteExportLink to record
Permanent link

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Citation style
  • apa
  • harvard1
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  • modern-language-association-8th-edition
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More styles
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Output format
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