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Effect of various spatial auditory cues on the perception of threat in a first-person shooter video game

Published: 16 September 2020 Publication History

Abstract

This study interviewed game audio professionals to establish the implementation requirements for an experiment to ascertain the effect of different spatial audio localisation systems on the perception of threat in a first-person shooter. In addition, a listening study was carried out involving 35 members of the public, and using three scenes made in Unreal Engine 4 with custom designed sound, authored in Wwise. This established that spatial audio does, indeed, have a noticeable effect on players' perception of threat. Each spatial audio system, however, had different effects on the perception of threat, stealth, realism and position estimation, on all three different visual scenes. Meanwhile, the absence of spatial audio can confuse people and contribute towards inaccurate enemy localisation. With this in mind, a tailored approach to the game design requirements for each project is recommended. Rather than a single, spatialised design for the entire game, each scene should have its own design solution.

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Cited By

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  • (2024)AudioMove: Applying the Spatial Audio to Multi-Directional Limb Exercise GuidanceProceedings of the ACM on Human-Computer Interaction10.1145/36764898:MHCI(1-26)Online publication date: 24-Sep-2024
  • (2024)How Vibrotactile and Auditory Feedback Can Affect Performance in Search for Invisible Objects in Virtual RealityProceedings of the European Conference on Cognitive Ergonomics 202410.1145/3673805.3673808(1-6)Online publication date: 8-Oct-2024

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  1. Effect of various spatial auditory cues on the perception of threat in a first-person shooter video game

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      cover image ACM Other conferences
      AM '20: Proceedings of the 15th International Audio Mostly Conference
      September 2020
      281 pages
      ISBN:9781450375634
      DOI:10.1145/3411109
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Publication History

      Published: 16 September 2020

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      Author Tags

      1. audio implementation
      2. first-person shooter
      3. sound design
      4. spatial audio
      5. threat perception

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      AM'20: Audio Mostly 2020
      September 15 - 17, 2020
      Graz, Austria

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      AM '20 Paper Acceptance Rate 29 of 47 submissions, 62%;
      Overall Acceptance Rate 177 of 275 submissions, 64%

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      View all
      • (2024)AudioMove: Applying the Spatial Audio to Multi-Directional Limb Exercise GuidanceProceedings of the ACM on Human-Computer Interaction10.1145/36764898:MHCI(1-26)Online publication date: 24-Sep-2024
      • (2024)How Vibrotactile and Auditory Feedback Can Affect Performance in Search for Invisible Objects in Virtual RealityProceedings of the European Conference on Cognitive Ergonomics 202410.1145/3673805.3673808(1-6)Online publication date: 8-Oct-2024

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