Steps and Sensibility: How Foley and Ambience Sounds Convey Emotions in First-Person Shooter Games
Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
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. , 39 p.
Teknik, datorspel, ljuddesign, tramp, foley, Ljudteknik
IdentifiersURN: urn:nbn:se:ltu:diva-43480Local ID: 15965449-07a7-45c1-88e8-a608e584547eOAI: oai:DiVA.org:ltu-43480DiVA: diva2:1016712
Subject / course
Student thesis, at least 15 credits
Audio Technology, bachelor's level
Validerat; 20150612 (global_studentproject_submitter)2016-10-042016-10-04Bibliographically approved