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International Journal of Computer Games Technology
Volume 2008, Article ID 720280, 7 pages
http://dx.doi.org/10.1155/2008/720280
Research Article

A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines

1School of Art and Design, University of Wolverhampton, City Campus, Molineux Street, Wolverhampton WV1 1SB, UK
2Department of Screen and Media Studies, University of Waikato, Private Bag 3105, Hamilton 3240, New Zealand

Received 27 September 2007; Accepted 20 November 2007

Academic Editor: Kok Wai Wong

Copyright © 2008 Mark Grimshaw and Gareth Schott. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

Abstract

We introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the audio component of game engines. The framework was created in order to illustrate and acknowledge the direct role of in-game audio in shaping player-player interactions and in creating a sense of immersion in the game world. Furthermore, it is argued that the relationship between player and sound is best conceptualized theoretically as an acoustic ecology. Current game engines are capable of game world spatiality through acoustic shading, but the ideas presented here provide a framework to explore other immersive possibilities for game audio through real-time synthesis.