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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
A Taxonomy for Immersive Audio Techniques in Video Game Sound Design

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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  
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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
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■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.

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