Game Sound Technology and Player Interaction
DOI: 10.4018/978-1-61692-828-5.ch010
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Listening to Fear

Abstract: This chapter aims to explain how sound in horror computer games works towards eliciting emotions in the gamer: namely fear and dread. More than just analyzing how the gamer produces meaning with horror game sound in relation to its overarching generic context, it will look at how the inner relations of the sonic structure of the game and the different functions of computer game sound are manipulated to create the horrific strategies of the games. This chapter will also provide theoretical background on sound, … Show more

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Cited by 21 publications
(3 citation statements)
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“…In addition, NPCs chatting in the distance have been found to increase threat perception, as they can suggest the presence of a nearby enemy [30]. Footsteps and other sounds associated with the presence of a nearby enemy could act as a forewarning and create suspense [46]. Guillaume [46] cites fear of the unseen as an explanation of why this works.…”
Section: First-person Shootersmentioning
confidence: 99%
See 2 more Smart Citations
“…In addition, NPCs chatting in the distance have been found to increase threat perception, as they can suggest the presence of a nearby enemy [30]. Footsteps and other sounds associated with the presence of a nearby enemy could act as a forewarning and create suspense [46]. Guillaume [46] cites fear of the unseen as an explanation of why this works.…”
Section: First-person Shootersmentioning
confidence: 99%
“…Footsteps and other sounds associated with the presence of a nearby enemy could act as a forewarning and create suspense [46]. Guillaume [46] cites fear of the unseen as an explanation of why this works. He also states that feelings of fear and discomfort in horror games are achieved with the use of auditory cues that are deliberately harder to localise and identify.…”
Section: First-person Shootersmentioning
confidence: 99%
See 1 more Smart Citation