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

Konstantin Semionov, I. Mcgregor
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引用次数: 1

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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不同空间听觉线索对第一人称射击游戏威胁感知的影响
为了确定不同空间音频定位系统对第一人称射击游戏中威胁感知的影响,本研究采访了游戏音频专业人士,以确定实验的执行要求。此外,还进行了一项涉及35名公众成员的聆听研究,并使用虚幻引擎4中制作的三个场景,并使用Wwise编写定制设计的声音。这证实了空间音频确实会对玩家的威胁感知产生显著影响。然而,在所有三种不同的视觉场景中,每个空间音频系统对威胁、潜行、真实感和位置估计的感知都有不同的影响。同时,缺少空间音频会让玩家感到困惑,并导致敌人定位不准确。考虑到这一点,我们建议针对每个项目的游戏设计要求采用量身定制的方法。每个场景都应该有自己的设计解决方案,而不是针对整个游戏的单一空间化设计。
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