HKUST(GZ) Computational Media Arts

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M. Grimshaw, "Autopoiesis and Sonic Immersion: Modelling sound-based player relationships as a self-organizing system," in Proc. Sixth Annual International Conference in Computer Game Design and Technology, UK, Nov. 1, 2008. 
Added by: Mark Grimshaw-Aagaard (01/06/2025, 09:36)   Last edited by: Mark Grimshaw-Aagaard (02/06/2025, 15:22)
Resource type: Proceedings Article
Peer reviewed
BibTeX citation key: Grimshaw2008
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Categories: Computer Games
Keywords: Autopoiesis, Immersion
Creators: Grimshaw
Publisher: Liverpool John Moores University (UK)
Collection: Sixth Annual International Conference in Computer Game Design and Technology
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Attachments   Autopoiesis_and_sonic_immersion_MG.pdf [9/9] URLs   http://www.cms.liv ... .uk/gdtw/gdtw2008/
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 modelled 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 modelled as an autopoietic (sonopoietic) system that, in part, explains and enhances player immersion in the game."
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
WIKINDX 6.11.0 | Total resources: 153 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: Institute of Electrical and Electronics Engineers (IEEE) | Time Zone: Asia/Hong_Kong (+08:00)


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