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M. Grimshaw and T. Garner, "Embodied Virtual Acoustic Ecologies of Computer Games," in The Oxford Handbook of Interactive Audio K. E. Collins, B. Kapralos, and H. Tessler, Eds. New York: Oxford University Press, 2014, pp. 181–195. 
Added by: Mark Grimshaw-Aagaard (01/06/2025, 09:36)   Last edited by: Mark Grimshaw-Aagaard (01/06/2025, 19:22)
Resource type: Book Chapter
Peer reviewed
DOI: 10.1093/oxfordhb/9780199797226.013.011
BibTeX citation key: Grimshaw2014b
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Categories: Computer Games
Keywords: Biofeedback, Embodied cognition, Emotion, Psychophysiology, Sonification, sound design
Creators: Collins, Garner, Grimshaw, Kapralos, Tessler
Publisher: Oxford University Press (New York)
Collection: The Oxford Handbook of Interactive Audio
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Attachments   URLs   https://academic.o ... ectedFrom=fulltext
Abstract
"New technologies, on the cusp of application within the field of computer games, necessitate new conceptual models of game sound to account for previously unthought-of possibilities in such a way that the psychophysiology of the player’s response to sound is more widely understood and thus can itself be utilized in game sound design. The chapter develops a previous conceptual model of the First-person Shooter Acoustic Ecology, incorporating ideas from the area of Embodied Cognition and new thinking on emotional responses to game sound drawn from recent empirical research by the authors. This model, the embodied Virtual Acoustic Ecology, provides the basis for the design of game audio engines that utilize biofeedback to process in real time the game’s sounds in response to player psychophysiology or even to provide affective sounds to the player that cannot be physically heard."
Added by: Mark Grimshaw-Aagaard  
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