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dc.contributor.authorGrimshaw, Mark
dc.contributor.authorSchott, Gareth Richard
dc.date.accessioned2013-11-21T03:57:07Z
dc.date.available2013-11-21T03:57:07Z
dc.date.copyright2008
dc.date.issued2008
dc.identifier.citationGrimshaw, M., & Schott, G. (2008). A conceptual framework for the analysis of first-person shooter audio and its potential use for game engines. International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006, 2008, article No. 5.en_NZ
dc.identifier.urihttps://hdl.handle.net/10289/8208
dc.description.abstractWe 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.en_NZ
dc.language.isoenen_NZ
dc.publisherHindawi Publishing Corporationen_NZ
dc.relation.ispartofInternational Journal of Computer Games Technology
dc.relation.urihttp://dl.acm.org/citation.cfm?id=1361129.1361134en_NZ
dc.titleA conceptual framework for the analysis of first-person shooter audio and its potential use for game enginesen_NZ
dc.typeJournal Articleen_NZ
dc.identifier.doi10.1155/2008/720280en_NZ
dc.relation.isPartOfInternational Journal of Computer Games Technologyen_NZ
pubs.begin-page1en_NZ
pubs.elements-id32880
pubs.end-page7en_NZ
pubs.issueID 720280en_NZ
pubs.volume2008en_NZ


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