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Steps and Sensibility: How Foley and Ambience Sounds Convey Emotions in First-Person Shooter Games
2015 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

In computer games, creators want to convey and induce emotion in players. A way ofenhancing emotions in games is by using conscious sound design. This essay is abouthow conscious recorded and mixed foley and ambience sounds can enhance theconveying of emotions in games. For the experiment, a game was created wheresubjects played two different levels with two different sound designed spaces in each.The only difference between the spaces was the sound of the footsteps in an indoorlevel and the sound of the wind in an outdoor level. Results shows that the outdoorlevel better conveyed different emotions between the spaces than the indoor level butthe indoor level could convey different emotions too, especially for experiencedgamers and listeners.

Place, publisher, year, edition, pages
2015. , p. 39
Keywords [en]
Technology
Keywords [sv]
Teknik, datorspel, ljuddesign, tramp, foley, Ljudteknik
Identifiers
URN: urn:nbn:se:ltu:diva-43480Local ID: 15965449-07a7-45c1-88e8-a608e584547eOAI: oai:DiVA.org:ltu-43480DiVA, id: diva2:1016712
Subject / course
Student thesis, at least 15 credits
Educational program
Audio Technology, bachelor's level
Supervisors
Examiners
Note
Validerat; 20150612 (global_studentproject_submitter)Available from: 2016-10-04 Created: 2016-10-04Bibliographically approved

Open Access in DiVA

fulltext(4488 kB)329 downloads
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Type fulltextMimetype application/pdf

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Hammarström, Jona

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CiteExportLink to record
Permanent link

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Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf