Autopoiesis and sonic immersion: Modelling sound-based player relationships as a self-organizing system

Grimshaw, Mark (2008) Autopoiesis and sonic immersion: Modelling sound-based player relationships as a self-organizing system. In: 6th Annual International Conference in Computer Game Design and Technology, 12 - 13 November 2008, Liverpool. (Submitted)

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Abstract

In previous work I have provided a conceptual framework for the design and analysis of sound in First-Person Shooter games and have suggested that the relationship between player and soundscape in such games can be modeled as an acoustic ecology. This paper develops these ideas further in the context of multiplayer First-Person Shooter games. I suggest that individual acoustic ecologies within the game combine to create a virtual acoustic ecology, of which no player is wholly aware, and that this virtual acoustic ecology may be modeled as an autopoietic (sonopoietic) system that, in part, explains and enhances player immersion in the game.

Item Type: Conference or Workshop Item (Paper)
Additional Information: Paper presented at the Sixth Annual International Conference in Computer Game Design and Technology, Liverpool, UK, 12th-13th November 2008. The conference website is available at http://www.cms.livjm.ac.uk/gdtw/gdtw2008/
Uncontrolled Keywords: autopoiesis, FPS games, immersion, self-organizing systems, First-person shooter, sound,a coustic ecology, computer games
Divisions: School of Creative Technologies > Games Computing and software engineering
Depositing User: Scott Wilson
Date Deposited: 26 Nov 2013 12:50
Last Modified: 28 Jan 2014 11:21
URI: http://ubir.bolton.ac.uk/id/eprint/233

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