Year: 2010
Type: book-chapter
Abstract: Computer game sound is particularly dependent upon the use of both sound artefacts and music. Sound and music are media rich in information. Audio and music processing can be approached from a range of perspectives which may or may not consider the meaning and purpose of this information.Computer music and digital audio are being advanced through investigations into emotion, content analysis, and context, and this chapter attempts to highlight the value of considering the information content present in sound, the context of the user being exposed to the sound, and the emotional reactions and interactions that are possible between the user and game sound. We demonstrate that by analysing the information present within media and considering the applications and purpose of a particular type of information, developers can improve user experiences and reduce overheads while creating more suitable, efficient applications. Some illustrated examples of our research projects that employ these theories are provided. Although the examples of research and development applications are not always examples from computer game sound, they can be related back to computer games. We aim to stimulate the reader’s imagination and thought in these areas, rather than attempt to drive the reader down one particular path.Request access from your librarian to read this chapter's full text.
Source: IGI Global eBooks
Authors: Stuart Cunningham, Vic Grout, Richard Picking
Institution: Wrexham University
Language: English
Subfield: Music
Field: Arts and Humanities
Domain: Social Sciences
Open Access status: green
OpenAlex ID: W7266399
