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A Taxonomy for Immersive Audio Techniques in Video Game Sound Design
A Taxonomy for Immersive Audio Techniques in Video Game Sound Design
상세정보
- 자료유형
- 학위논문 서양
- 최종처리일시
- 20250211153106
- ISBN
- 9798384088868
- DDC
- 780
- 저자명
- Sallade, Alex.
- 서명/저자
- A Taxonomy for Immersive Audio Techniques in Video Game Sound Design
- 발행사항
- [Sl] : The Ohio State University, 2024
- 발행사항
- Ann Arbor : ProQuest Dissertations & Theses, 2024
- 형태사항
- 212 p
- 주기사항
- Source: Dissertations Abstracts International, Volume: 86-04, Section: B.
- 주기사항
- Advisor: Gawboy, Anna;Smith, Jeremy.
- 학위논문주기
- Thesis (Ph.D.)--The Ohio State University, 2024.
- 초록/해제
- 요약Video game developers aim to create immersive experiences, generally described as those which deeply engage an audience member so much that they feel like they are part of the virtual world. Many factors contribute to successful immersion in video games, though this dissertation focuses primarily on the audible domain with references to visual elements when relevant. The core of this dissertation is a taxonomy of Immersive Audio Techniques (IATs) that categorizes twenty-three unique techniques into five categories based on their incorporation into a game's sound design and its resulting immersive effect. Some techniques rely more on a player's subconscious processing of audio information, while others assist immersion through their interpreted meaning.Video games are perhaps the most common form of interactive multimedia, meaning that they afford some level of agency to the player and respond to their input. In video games, sensory stimuli relay information to the player, influencing their further actions, which in turn affects the continued sensory feedback. This results in a continual feedback loop that is crucial to gameplay. While still maintaining a degree of indeterminacy, interactive multimedia design is highly intentional and the resulting experiences can be analyzed to understand what techniques are involved in the design process. Principally, I examine how audio is used by itself or in combination with audio streams within the broader sound design of a game to deeply immerse a player.I pull primarily from literature in ludomusicology and music theory, with references also from film studies, ludology, and psychology. Most theories regarding cross-modal synchronization come from film studies, usually focused on audio-visual interaction, and it is well-known that game developers have historically been inspired by cinematic design. Concepts such as the "magic circle" and the "immersive fallacy" originate in ludology and consider an individual's own agency and personal investment into an experience, a significant difference from non-interactive multimedia. Perception studies related to cross-modal interactions also help to explain how these interactions may impact a user's experience of sound. Contemporary methods of analyzing video game music and sound by ludomusicologists are deeply rooted in traditional music theory scholarship and though I do not focus on "traditional" methods, this work owes much to this established foundation, which I use to support larger claims about audio function.The third and fourth chapters contain the taxonomy of IATs, many of which have never been explicitly defined before. Certain audio techniques are possible through technological factors, such as audio panning or the placement of sound objects within a 3-dimensional virtual space, and have a more subconscious influence on player perception. Other techniques pull on a player's various literacies, whether contextual to a game franchise or related to real-world cultures. The final chapter dives deep into a gameplay recording from Fallout 4. Timeline analyses track concurrent audio streams and identify their related IATs to better understand and uncover aspects of the audio design, demonstrating how audio can influence player action, provide greater narrative context, and enhance a player's connection to their on-screen avatar.
- 일반주제명
- Music
- 일반주제명
- Computer science
- 키워드
- Video game
- 키워드
- Immersion
- 키워드
- Game design
- 키워드
- Ludology
- 기타저자
- The Ohio State University Music
- 기본자료저록
- Dissertations Abstracts International. 86-04B.
- 전자적 위치 및 접속
- 로그인 후 원문을 볼 수 있습니다.
MARC
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■1001 ▼aSallade, Alex.
■24512▼aA Taxonomy for Immersive Audio Techniques in Video Game Sound Design
■260 ▼a[Sl]▼bThe Ohio State University▼c2024
■260 1▼aAnn Arbor▼bProQuest Dissertations & Theses▼c2024
■300 ▼a212 p
■500 ▼aSource: Dissertations Abstracts International, Volume: 86-04, Section: B.
■500 ▼aAdvisor: Gawboy, Anna;Smith, Jeremy.
■5021 ▼aThesis (Ph.D.)--The Ohio State University, 2024.
■520 ▼aVideo game developers aim to create immersive experiences, generally described as those which deeply engage an audience member so much that they feel like they are part of the virtual world. Many factors contribute to successful immersion in video games, though this dissertation focuses primarily on the audible domain with references to visual elements when relevant. The core of this dissertation is a taxonomy of Immersive Audio Techniques (IATs) that categorizes twenty-three unique techniques into five categories based on their incorporation into a game's sound design and its resulting immersive effect. Some techniques rely more on a player's subconscious processing of audio information, while others assist immersion through their interpreted meaning.Video games are perhaps the most common form of interactive multimedia, meaning that they afford some level of agency to the player and respond to their input. In video games, sensory stimuli relay information to the player, influencing their further actions, which in turn affects the continued sensory feedback. This results in a continual feedback loop that is crucial to gameplay. While still maintaining a degree of indeterminacy, interactive multimedia design is highly intentional and the resulting experiences can be analyzed to understand what techniques are involved in the design process. Principally, I examine how audio is used by itself or in combination with audio streams within the broader sound design of a game to deeply immerse a player.I pull primarily from literature in ludomusicology and music theory, with references also from film studies, ludology, and psychology. Most theories regarding cross-modal synchronization come from film studies, usually focused on audio-visual interaction, and it is well-known that game developers have historically been inspired by cinematic design. Concepts such as the "magic circle" and the "immersive fallacy" originate in ludology and consider an individual's own agency and personal investment into an experience, a significant difference from non-interactive multimedia. Perception studies related to cross-modal interactions also help to explain how these interactions may impact a user's experience of sound. Contemporary methods of analyzing video game music and sound by ludomusicologists are deeply rooted in traditional music theory scholarship and though I do not focus on "traditional" methods, this work owes much to this established foundation, which I use to support larger claims about audio function.The third and fourth chapters contain the taxonomy of IATs, many of which have never been explicitly defined before. Certain audio techniques are possible through technological factors, such as audio panning or the placement of sound objects within a 3-dimensional virtual space, and have a more subconscious influence on player perception. Other techniques pull on a player's various literacies, whether contextual to a game franchise or related to real-world cultures. The final chapter dives deep into a gameplay recording from Fallout 4. Timeline analyses track concurrent audio streams and identify their related IATs to better understand and uncover aspects of the audio design, demonstrating how audio can influence player action, provide greater narrative context, and enhance a player's connection to their on-screen avatar.
■590 ▼aSchool code: 0168.
■650 4▼aMusic
■650 4▼aComputer science
■653 ▼aVideo game
■653 ▼aImmersion
■653 ▼aGame design
■653 ▼aLudology
■690 ▼a0413
■690 ▼a0984
■71020▼aThe Ohio State University▼bMusic.
■7730 ▼tDissertations Abstracts International▼g86-04B.
■790 ▼a0168
■791 ▼aPh.D.
■792 ▼a2024
■793 ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17164949▼nKERIS▼z이 자료의 원문은 한국교육학술정보원에서 제공합니다.


