Abstract
In order to design a computer game soundscape that allows a game player to feel immersed in their virtual world, we must understand how we navigate and understand the real world soundscape. In this chapter I will explore how sound, particularly in urban spaces, is increasingly categorised as noise, ignoring both the social significance of any soundscape and how we use sound to interpret and negotiate space. I will explore innovative methodologies for identifying an individual’s perception of soundscapes. Designing virtual soundscapes without prior investigation into their cultural and social meaning could prove problematic.
Original language | English |
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Title of host publication | Game Sound Technology and Player Interaction |
Subtitle of host publication | Concepts and Developments |
Editors | Mark Grimshaw |
Publisher | Information Science Reference |
Pages | 44-59 |
Number of pages | 16 |
ISBN (Print) | 9781616928285 |
Publication status | Published - 2010 |