The player and the character : building identity through game audio

Detalhes bibliográficos
Autor(a) principal: Costa, Mariana Vieira de Melo
Data de Publicação: 2017
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.14/22824
Resumo: In spite of the increasing interest that video games have gained over the last decades, there has not yet been an academic effort to identify trend-like patterns in the creation of sound for video game characters. Such studies would be beneficial for amateur sound designers and indie game designers by enabling them to better understand the strategies that may coerce the player into diving and pleasantly navigating within the game world. The search for answers to this research gap entailed a path of research, which unfolded into six chapters. The Introduction (Chapter 1) describes the research gap and the mixed methods research that was used, while Chapter 2 contextualizes it. Chapter 3 seeks to understand the problem at the theoretical level, examining the concepts of Perception, Emotion and Immersion, and Chapter 4 delves into the research problem, aiming at evincing the importance of character soundprint for the acoustic ecology of the game. Chapter 5 confirms and further develops the previous research findings by investing in an in-depth analysis of two instrumental case studies. Finally, the Conclusion (Chapter 6) levels up the discussion, hinting at the new paths for game audio that Virtual Reality and 3-D audio will lead to. The dissertation offers a variety of research outputs that were essential for grounding the research hypothesis and which will hopefully be useful in the future: analytical graphs resulting from an online survey; a table systematizing the way different musical structures influence emotion; a table resulting from the direct observation of popular characters’ soundprints in a universe of 30 games; a table summarizing the soundprint types from patterns identified in the previous table; a table for structuring game analysis; and several tables analysing the case studies Non-Player Characters’ and Player Characters’s soundprints. Even though it is not an exact science, the analysis of video game characters showed it is possible to discern different soundprint types. The research further evinced that, along with the remaining structures of the game, sound and soundprints assist with the immersion process of the players, enhancing their opportunities for identifying with the characters and finding their own place in the game world.
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spelling The player and the character : building identity through game audioSoundprintGame audioIdentityImmersionPlayerCharacterÁudio para videojogosIdentidadeImersãoJogadorPersonagemDomínio/Área Científica::Humanidades::ArtesIn spite of the increasing interest that video games have gained over the last decades, there has not yet been an academic effort to identify trend-like patterns in the creation of sound for video game characters. Such studies would be beneficial for amateur sound designers and indie game designers by enabling them to better understand the strategies that may coerce the player into diving and pleasantly navigating within the game world. The search for answers to this research gap entailed a path of research, which unfolded into six chapters. The Introduction (Chapter 1) describes the research gap and the mixed methods research that was used, while Chapter 2 contextualizes it. Chapter 3 seeks to understand the problem at the theoretical level, examining the concepts of Perception, Emotion and Immersion, and Chapter 4 delves into the research problem, aiming at evincing the importance of character soundprint for the acoustic ecology of the game. Chapter 5 confirms and further develops the previous research findings by investing in an in-depth analysis of two instrumental case studies. Finally, the Conclusion (Chapter 6) levels up the discussion, hinting at the new paths for game audio that Virtual Reality and 3-D audio will lead to. The dissertation offers a variety of research outputs that were essential for grounding the research hypothesis and which will hopefully be useful in the future: analytical graphs resulting from an online survey; a table systematizing the way different musical structures influence emotion; a table resulting from the direct observation of popular characters’ soundprints in a universe of 30 games; a table summarizing the soundprint types from patterns identified in the previous table; a table for structuring game analysis; and several tables analysing the case studies Non-Player Characters’ and Player Characters’s soundprints. Even though it is not an exact science, the analysis of video game characters showed it is possible to discern different soundprint types. The research further evinced that, along with the remaining structures of the game, sound and soundprints assist with the immersion process of the players, enhancing their opportunities for identifying with the characters and finding their own place in the game world.Apesar do interesse crescente que os videojogos têm vindo a conquistar nas últimas décadas, não se verificou ainda um esforço académico para a identificação de padrões de tendência na criação de som para as personagens de videojogos, o que beneficiaria sound designers amadores e game designers indie, pois permitiria um melhor entendimento das estratégias que provocam a imersão do jogador no universo do jogo. A busca de respostas para esta lacuna de investigação implicou um caminho de investigação que se dividiu em seis capítulos. O Capítulo 1 (Introdução) descreve a lacuna de investigação e o método de investigação misto utilizado, enquanto o Capítulo 2 a contextualiza. O Capítulo 3 procura entender o problema a nível teórico, analisando os conceitos de Perceção, Emoção e Imersão, enquanto o Capítulo 4 se centra no problema de investigação, procurando evidenciar a importância do soundprint das personagens para a ecologia acústica do jogo. O Capítulo 5 confirma os resultados da pesquisa e vai para além deles, investindo numa análise aprofundada de dois estudos de caso instrumentais. Por fim, a Conclusão (Capítulo 6) eleva a discussão a um nível superior, indicando os novos caminhos que, com a Realidade Virtual e o áudio 3-D, o áudio para videojogos virá a trilhar. A dissertação oferece um conjunto diversificado de resultados de investigação que foram essenciais para a fundamentação da hipótese de trabalho e poderão vir a ser úteis para pesquisa futura: gráficos analíticos de respostas a um inquérito online; uma tabela de sistematização da forma como diferentes estruturas musicais influenciam a emoção; uma tabela resultante da observação direta de soundprints de personagens populares num universo de 30 jogos; uma tabela resumindo os tipos de soundprint identificados na tabela anterior; uma tabela de estruturação de análise de jogos; e várias tabelas de análise do soundprint dos NPCs (personagens não jogáveis) e das personagens do jogador dos casos de estudo. Apesar de não ser uma ciência exata, a análise das personagens de vídeo jogos revelou que é possível classificar diferentes tipos de soundprint e que, em conjunto com as restantes estruturas do jogo, o som e os soundprints ajudam ao processo de imersão dos jogadores, aumentando as possibilidades de se identificarem com as personagens e encontrarem o seu lugar no mundo do jogo.Perrotta, André VenturotiVeritati - Repositório Institucional da Universidade Católica PortuguesaCosta, Mariana Vieira de Melo2017-09-07T09:16:22Z2017-10-2320172017-10-23T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10400.14/22824TID:201958660enginfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-09-06T12:20:20Zoai:repositorio.ucp.pt:10400.14/22824Portal AgregadorONGhttps://www.rcaap.pt/oai/openairemluisa.alvim@gmail.comopendoar:71602024-09-06T12:20:20Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv The player and the character : building identity through game audio
title The player and the character : building identity through game audio
spellingShingle The player and the character : building identity through game audio
Costa, Mariana Vieira de Melo
Soundprint
Game audio
Identity
Immersion
Player
Character
Áudio para videojogos
Identidade
Imersão
Jogador
Personagem
Domínio/Área Científica::Humanidades::Artes
title_short The player and the character : building identity through game audio
title_full The player and the character : building identity through game audio
title_fullStr The player and the character : building identity through game audio
title_full_unstemmed The player and the character : building identity through game audio
title_sort The player and the character : building identity through game audio
author Costa, Mariana Vieira de Melo
author_facet Costa, Mariana Vieira de Melo
author_role author
dc.contributor.none.fl_str_mv Perrotta, André Venturoti
Veritati - Repositório Institucional da Universidade Católica Portuguesa
dc.contributor.author.fl_str_mv Costa, Mariana Vieira de Melo
dc.subject.por.fl_str_mv Soundprint
Game audio
Identity
Immersion
Player
Character
Áudio para videojogos
Identidade
Imersão
Jogador
Personagem
Domínio/Área Científica::Humanidades::Artes
topic Soundprint
Game audio
Identity
Immersion
Player
Character
Áudio para videojogos
Identidade
Imersão
Jogador
Personagem
Domínio/Área Científica::Humanidades::Artes
description In spite of the increasing interest that video games have gained over the last decades, there has not yet been an academic effort to identify trend-like patterns in the creation of sound for video game characters. Such studies would be beneficial for amateur sound designers and indie game designers by enabling them to better understand the strategies that may coerce the player into diving and pleasantly navigating within the game world. The search for answers to this research gap entailed a path of research, which unfolded into six chapters. The Introduction (Chapter 1) describes the research gap and the mixed methods research that was used, while Chapter 2 contextualizes it. Chapter 3 seeks to understand the problem at the theoretical level, examining the concepts of Perception, Emotion and Immersion, and Chapter 4 delves into the research problem, aiming at evincing the importance of character soundprint for the acoustic ecology of the game. Chapter 5 confirms and further develops the previous research findings by investing in an in-depth analysis of two instrumental case studies. Finally, the Conclusion (Chapter 6) levels up the discussion, hinting at the new paths for game audio that Virtual Reality and 3-D audio will lead to. The dissertation offers a variety of research outputs that were essential for grounding the research hypothesis and which will hopefully be useful in the future: analytical graphs resulting from an online survey; a table systematizing the way different musical structures influence emotion; a table resulting from the direct observation of popular characters’ soundprints in a universe of 30 games; a table summarizing the soundprint types from patterns identified in the previous table; a table for structuring game analysis; and several tables analysing the case studies Non-Player Characters’ and Player Characters’s soundprints. Even though it is not an exact science, the analysis of video game characters showed it is possible to discern different soundprint types. The research further evinced that, along with the remaining structures of the game, sound and soundprints assist with the immersion process of the players, enhancing their opportunities for identifying with the characters and finding their own place in the game world.
publishDate 2017
dc.date.none.fl_str_mv 2017-09-07T09:16:22Z
2017-10-23
2017
2017-10-23T00:00:00Z
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TID:201958660
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dc.language.iso.fl_str_mv eng
language eng
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collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository.name.fl_str_mv Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
repository.mail.fl_str_mv mluisa.alvim@gmail.com
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