Abstract: :In this paper, I draw on an embodied cognition approach todescribe how sound mediates our identification with andempathy for video game characters. This identification isdiscussed in terms of mirror neurons and body schema, drawingon theoretical and empirical research to explore ways in whichidentity is created from our embodied interaction with sound. Iconclude by suggesting ways in which sound designers andcomposers can use this information to create more empathy andidentification between players and their game characters."
Abstract: "The paper describes the process of building a new database of sound effects recordings for computer games
and the first version of such product. Ways of applying signal processors for postproduction is described, as
well as differences in audio edition for films and games. Some aspects of using sounds in games are also
mentioned as well as the first version of the list of possible tags of the audio files in the database. Both the
language of the tags and the datatabse will be substanially enlarged."
"A Comprehensive Study of Sound in Computer Games: How Audio Affects Player ActionJørgensen, Kristine This study examines the functionality of sound in computer games, a topic which has received little attention in game studies and media studies." Especially focuses on player experience of sound
"Jonathan Mak sighs. After three years of work, development on Sound Shapes is finally wrapping up. And yet, Mak and co-creator Shaw-Han Liem don't seem particularly relieved. "At this point, all you're seeing are problems," says Liem. "It's hard to appreciate how cool it is sometimes, because all you're dealing with all day are issues."
Abstract "Background music is often used to generate a specific atmosphere or to draw our attention to specific events. For example in movies or computer games it is often the accompanying music that conveys the emotional state of a scene and plays an important role for immersing the viewer or player into the virtual environment."
"Training was accomplished using a videogame paradigm that emphasizes
associations among sound categories, visual information, and players' responses to videogame characters"
Abstract: "Macquarie University, in 2012, introduced two undergraduate coursework programs in the area of video games. These programs are a joint initiative of the Departments of Computing and Media, Music, Communication and Cultural Studies. The programs represent an innovative approach to curriculum structure in this area, combining technical, design and reflective critical practice to produce rounded graduates with a wide knowledge of issues and practices in interactive media. This paper describes the process of designing these programs, the aims and rationales guiding their design and their detailed structure. The central guiding principle behind the programs was that accomplished designers of interactive media, particularly video games, need both a sound technical background and an appreciation of the relationship between users, society and their designs. This is reflected in both the structure of the programs and the pedagogical approaches in the specialist units."
Abstract: "This study develops a way to use the technology of video games to help teach people the violin. The unique characteristics of this research are to create a visual representation for music for violinists, to utilize pedagogy for violin education within a video game, and to use the Fast Fourier Transform to process input from an actual acoustic instrument and use the data to track user progress. Music games like JamGuru [9], Rocksmith [19], LittleBigStar [13], and Rock Band [18] have made strides in these areas of research; however, most of these technologies have not been applied to the violin. Expected results are that students' progress rate will increase as a result of playing the game. The input processing used in this research could be applied to areas where sound recognition is important. Furthermore, the concept of an adaptable game can be applied to other academic subjects."
Abstract: "D video games are getting popular in the world with the availability of advanced graphic cards, high
processing p
ower computers, high speed internet and smart sensing devices ranging from general mouse
to Microsoft Kinect. OpenGL is a popular graphics processing framework and it is being used by many
famous 3D video game design software as the back end framework. In
this paper we present our
experience with OpenGL based C++ implementation of a 3D first person shooting game. 3D
environment building, navigating, character animation, lighting, sound and shooting is described.
Specially OpenGL based concepts are discussed
for clear understanding of the concepts."
Abstract: "It has been well-noted that contemporary digital games tend to design for a relatively high skill
threshold engineered to appease a well-entrenched and digitally literate audience (Hayes, 2005).
Such design practices, however, serve to disenfranchise new and novice players wanting to learn
to play. This novice-expert divide is a significant barrier to entry for individuals wanting to play
digital games, and given that digital games are seeing increased use in pedagogical contexts
(Akilli, 2007; Becker, 2007; Nieborg, 2011; Shelton, Satwicz, & Caswell, 2011; Ulicsak, 2010),
such skill-based barriers further complicate the seamless incorporation of digital games into the
classroom. In an effort to explore how we might bridge the gap between new and weathered
players, I created three tutorials for World of Warcraft (2004) in an attempt to improve the
existing tutorials for newer entrants to the game. These new tutorials offered different modalities
of instruction, as well as instructional strategies in assisting newer players. Tutorials were
designed using the Structured Sound Functions (SSF) model of instructional design, following
the Attentional Control Theory of Multimedia Learning (ACTML). The tutorials were then
analyzed for their effects on play outcomes, player engagement, and player motivations using the
Dick and Carey (2011) three-stage model of formative evaluation. This work thus makes two
important contributions. First, this research conducts a much-needed in-depth study of game
tutorials, which is an area yet to be well-charted in the disciplines of either education or games
studies. Secondly, by analyzing the results of the formative evaluation, I conclude that players
react favorably to a faded or "just-in-time" instructional strategy-an approach to player
scaffolding which showed significantly increased motivation for play, engagement, and play
mastery among novice participants. Implications for game design and future research are
disc
Abstract: "As computational capability continues to increase, the tools
available to designers of digital games have become more robust, allowing
high fidelity graphics and sound to become common, and resulting
in a market saturated with kinetic-based games. However, consumers
and educators are eschewing such games for more complex and
immersive stories, the creation of which has proven a difficult mountain
for designers to climb. A central reason is that story-immersive
games rely on dialogue between the player character (PC) and nonplayer
characters (NPCs), the writing and coding of which is time consuming
and inefficient. This paper documents the author's experiences
with complex, branching dialogue systems, and examines the possibility
of system automation through natural language processing (NLP)."
"Abstract
The use of simulations and digital games in learning and assessment is expected to increase over the next several years. Although there is much theoretical support for the benefits of digital games in learning and education, there is mixed empirical support. This research report provides an overview of the theoretical and empirical evidence behind five key claims about the use of digital games in education. The claims are that digital games (1) are built on sound learning principles, (2) provide more engagement for the learner, (3) provide personalized learning opportunities, (4) teach 21st century skills, and (5) provide an environment for authentic and relevant assessment. The evidence for each claim is presented and directions for future research are discussed."
"Many games and consoles today allow for a player to substitute a personal music playlist into the video game. We examined the influence that a player's choice of music has on the player's experience in one particular game, Fallout 3: Operation Anchorage. "
"This site is here to encourage more people to get involved in making their own video games by providing advice and direction. Making video games has never been easier and so if you've got any interest in developing games we'll do our best to help you get started." Features tools such as game engines and other resources.
Abstract: "Using aleatoric compositional principles borrowed from the American avant-garde composer John Cage, we have created a work that explores the auditory experience of video game play. IJCno1 is interactive, relying on live video game play to provide sonic input, input that is manipulated using a soundboard."