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Game Sound from Behind the Sofa:An Exploration into the Fear Potential of Sound & Psychophysiological Approaches to Audio-centric, Adaptive Gameplay

Abstract

Spillyd omme bag fra sofaen: En udforskning af frygtpotentialerne i lydbaserede og psykofysiologiske tilgange til audiocentreret, adaptivt computerspil.Det centrale emne for denne afhandling er de processer, hvorved mennesket opfatter lyd og oplever følelser i forbindelse med computerspil. Muligheden for at fremkalde og bearbejde følelsesmæssige oplevelser ved hjælp af kvantitative lydparametre granskes med henblik på at udvikle strukturerede hypotetiske rammer for auditiv forarbejdning og følelsesmæssig oplevelse. Forskning inden for computerspilteori, kropsbaseret kognition, psykofysiologi, emotionsstudier, frygthåndtering samt akustik og psykoakustik gennemgås i detaljer og flere primære eksperimentelle forsøg fremlægges til yderligere støtte for afhandlingens hypotetiske modeller: økologisk håndtering af frygt, en frygt-relateret model af virtuel og reel akustisk økologi og en konkret basis for virtuel akustisk økologi.Det er hensigten, at afhandlingen skal støtte en mere effektiv og virkningsfuld lyddesignpraksis og medvirke til at udbygge kendskabet til lyds muligheder for at fremkalde signifikante følelsesmæssige oplevelser i forbindelse med computerspil. Det er endvidere et håb, at afhandlingen belyser biometriske/psykofysiologiske potentialer således, at spildesignere får en bedre forståelse af spilleren og kan komme tættere på udviklingen af et automatiseret computersystem, der kan fortolke spillerens følelser og tilpasse spillets miljø hertil med henblik på at sikre konstant udvikling og unikke, spillercentrerede spiloplevelser.The central concern of this thesis is upon the processes by which human beings perceive sound and experience emotions within a computer video gameplay context. The potential of quantitative sound parameters to evoke and modulate emotional experience is explored, working towards the development of structured hypothetical frameworks of auditory processing and emotional experience. Research relevant to computer game theory, embodied cognition, psychophysiology, emotion studies, fear processing and acoustics/psychoacoustics are reviewed in detail and several primary experimental trials are presented that provide additional support of the hypothetical frameworks: an ecological process of fear, a fear-related model of virtual and real acoustic ecologies, and an embodied virtual acoustic ecology framework.It is intended that this thesis will clearly support more effective and efficient sound design practices and also improve awareness of the capacity of sound to generate significant emotional experiences during computer video gameplay. It is further hoped that this thesis will elucidate the potential of biometrics/psychophysiology to allow game designers to better understand the player and to move closer towards the development of an automated computer system that is capable of interpreting player-emotion and adapting the game environment in response, to create a continuously evolving and unique, player-centred game experience

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This paper was published in VBN.

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