TY - GEN
T1 - The Role Sound Plays in Games
T2 - 24th International Academic Mindtrek Conference, Mindtrek 2021
AU - Guillen, Georgina
AU - Jylhä, Henrietta
AU - Hassan, Lobna
N1 - Funding Information:
This work was kindly supported by the Fortum and Neste Foundation (grant no: 0200029); the Academy of Finland project: Centre of Excellence in Game Culture Studies (CoE-GameCult) (grant no: 312395); and the Academy of Finland Flagship Program - Forest-Human-Machine Interplay (UNITE) (grant no: 337653).
Publisher Copyright:
© 2021 ACM.
PY - 2021
Y1 - 2021
N2 - As technologies and the sophistication of games evolve, so do the possibilities to immerse players in multi-sensorial experiences for different purposes and in different ways. The design and development of the auditory components of video games play an increasingly relevant immersive and inclusionary role within (and outside of) games. Sounds enable a deeper and more meaningful immersion, but also facilitate inclusion of and accessibility to people with different physical and psychological abilities. Sounds also provide a vehicle to challenge or overcome gender or even heritage stereotypes. Recognizing this potential, designers have often explored different means to facilitate accessibility, inclusion or sometimes intentionally challenging auditory experiences to users as, for example, seen in recent game releases where designers created a perceived mismatch between a character's voice and gender for inclusion beyond immersion. The present study aims to identify and thematically review relevant academic literature (47 studies), summarizing the perceived role of game sound design, its impact on immersion, and the way sound design enables (or hampers) inclusivity and accessibility within games. Our findings indicate that although there is research on how audio-related technology enhances immersion in games, studies about its use for increasingly relevant inclusive purposes (in terms of accessibility and social aspects like gender) are relatively scarce.
AB - As technologies and the sophistication of games evolve, so do the possibilities to immerse players in multi-sensorial experiences for different purposes and in different ways. The design and development of the auditory components of video games play an increasingly relevant immersive and inclusionary role within (and outside of) games. Sounds enable a deeper and more meaningful immersion, but also facilitate inclusion of and accessibility to people with different physical and psychological abilities. Sounds also provide a vehicle to challenge or overcome gender or even heritage stereotypes. Recognizing this potential, designers have often explored different means to facilitate accessibility, inclusion or sometimes intentionally challenging auditory experiences to users as, for example, seen in recent game releases where designers created a perceived mismatch between a character's voice and gender for inclusion beyond immersion. The present study aims to identify and thematically review relevant academic literature (47 studies), summarizing the perceived role of game sound design, its impact on immersion, and the way sound design enables (or hampers) inclusivity and accessibility within games. Our findings indicate that although there is research on how audio-related technology enhances immersion in games, studies about its use for increasingly relevant inclusive purposes (in terms of accessibility and social aspects like gender) are relatively scarce.
KW - Accessibility
KW - Audio immersion
KW - Inclusion in games
KW - Sound design
U2 - 10.1145/3464327.3464365
DO - 10.1145/3464327.3464365
M3 - Conference contribution
AN - SCOPUS:85115112246
T3 - ACM International Conference Proceeding Series
SP - 12
EP - 20
BT - Academic Mindtrek 2021 - Proceedings of the 24th International Academic Mindtrek Conference
Y2 - 1 June 2021 through 3 June 2021
ER -