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Computer Game Sound and Flow Experience: A Comparison of Diegetic and Non-diegetic Navigation Sound Cues in Games
2013 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

In many computer games, players are posed with the task of navigating from one area to another, or finding a specific item or character within an area. Such navigation tasks can be frustrating if the game play is not in some way enhanced. This essay investigates whether or not game designs with diegetic navigation sound cues correspond consistently to a sense of flow in games. A number of flow critera are compared in game designs with and without non-diegetic sound cues. A test game was created where subjects navigate through two different 3D-mazes, where the different navigation sounds were tested. Findings show that diegetic navigation sound cues were most often associated with the attributes of a flow experience.

Place, publisher, year, edition, pages
2013. , 36 p.
Keyword [en]
Technology, Game, Sound, Sound Engineering, Diegetic, Navigation, Computer games
Keyword [sv]
Teknik
Identifiers
URN: urn:nbn:se:ltu:diva-57455Local ID: e1d02a00-633f-421a-80ce-06d67ab1dbc9OAI: oai:DiVA.org:ltu-57455DiVA: diva2:1030842
Subject / course
Student thesis, at least 15 credits
Educational program
Audio Technology, bachelor's level
Supervisors
Examiners
Note
Validerat; 20130624 (global_studentproject_submitter)Available from: 2016-10-04 Created: 2016-10-04Bibliographically approved

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fulltext(15747 kB)131 downloads
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Type fulltextMimetype application/pdf

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CiteExportLink to record
Permanent link

Direct link
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