Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Sound and Immersion in the First-Person Shooter: Mixed Measurement of the Player's Sonic Experience
Responsible organisation
2008 (English)Conference paper, Published paper (Refereed)
Abstract [en]

Player immersion is the holy grail of computer game designers particularly in environments such as those found in first-person shooters. However, little is understood about the processes of immersion and much is assumed. This is certainly the case with sound and its immersive potential. Some theoretical work explores this sonic relationship but little experimental data exist to either confirm or invalidate existing theories and assumptions. This paper summarizes and reports on the results of a preliminary psychophysiological experiment to measure human arousal and valence in the context of sound and immersion in first-person shooter computer games. It is conducted in the context of a larger set of psychophysiological investigations assessing the nature of the player experience and is the first in a series of systematic experiments investigating the player's relationship to sound in the genre. In addition to answering questionnaires, participants were required to play a bespoke Half-Life 2 level whilst being measured with electroencephalography, electrocardiography, electromyography, galvanic skin response and eye tracking equipment. We hypothesize that subjective responses correlated with objective measurements provide a more accurate assessment of the player's physical arousal and emotional valence and that changes in these factors may be mapped to subjective states of immersion in first-person shooter computer games.

Place, publisher, year, edition, pages
Piteå, Sweden: www.audiomostly.com , 2008.
Keywords [en]
audio, sound, immersion, fps, game, metrics, biometric, psychophysiological, gameplay experience, game design, self-report measures, quantitative study, player research, eeg, emg, gsr, eda, electroencephalography, electrocardiography, electromyography, galvanic skin response
National Category
Computer Sciences Human Aspects of ICT Psychology
Identifiers
URN: urn:nbn:se:bth-8285Local ID: oai:bth.se:forskinfoD48C2010F081AEA6C1257521007F7924OAI: oai:DiVA.org:bth-8285DiVA, id: diva2:835992
Conference
Audio Mostly - a conference on interaction with sound
Note

October 22-23, 2008, available at: http://gamescience.bth.se/research/publications/ http://www.audiomostly.com/index.php?option=com_content&view=article&id=9

Available from: 2012-09-18 Created: 2008-12-17 Last updated: 2020-03-09Bibliographically approved

Open Access in DiVA

Sound and immersion in the first-person shooter: Mixed measurement of the player's sonic experience(357 kB)2015 downloads
File information
File name FULLTEXT01.pdfFile size 357 kBChecksum SHA-512
7a9645e30f46ff22d2360499538e0f49d2ffce5637386e81d7267c759cce7e228dba499af08a6997f0fd3f3676419a3cd06898f55caf7c423b12fa45eaca43bf
Type fulltextMimetype application/pdf

Computer SciencesHuman Aspects of ICTPsychology

Search outside of DiVA

GoogleGoogle Scholar
Total: 2015 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

urn-nbn

Altmetric score

urn-nbn
Total: 6947 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf