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From Sinewaves to Physiologically-Adaptive Soundscapes: The Evolving Relationship Between Sound and Emotion in Video Games

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Emotion in Games

Part of the book series: Socio-Affective Computing ((SAC,volume 4))

Abstract

This chapter examines the dynamic and evolving relationship between sound and emotion within the context of video games. How sound in games has been utilised to both infer and evoke emotion is discussed, commencing with an historical review that traces back to video games’ humble beginnings. As we move towards the present day this chapter looks at how biofeedback technology, that can facilitate the control and procedural generation of game sound content by way of player-emotion, is transforming the lateral affective interplay between player and video game into something more circular.

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Notes

  1. 1.

    A form of tuning that spaces out each note within the octave equally along the frequency spectrum.

  2. 2.

    A designer responsible for recreating natural sounds in a studio.

  3. 3.

    A singular, short and intense note or chord typically utilised to add dramatic impact.

  4. 4.

    A short recurring musical phrase that has a designated association with a locale, event or character.

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Correspondence to Tom A. Garner .

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Garner, T.A. (2016). From Sinewaves to Physiologically-Adaptive Soundscapes: The Evolving Relationship Between Sound and Emotion in Video Games. In: Karpouzis, K., Yannakakis, G. (eds) Emotion in Games. Socio-Affective Computing, vol 4. Springer, Cham. https://doi.org/10.1007/978-3-319-41316-7_12

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