“…As discussed in the previous study, there were some differing player preferences when it comes to the types of auditory warnings that they are provided within games. The two most common types could be divided into ’abstract’ and ’realistic’ sounds, approximating the notion of earcons and auditory icons found in existing auditory interface work, where realistic sounds have a basis in real-world, bioacoustic environments (e.g., breathing, heartbeats, corollaries to auditory icons discussed in the introduction), and abstract sounds are created artificially through electronic or other synthesis methods (corollaries to earcons) (alternate naming conventions might be “abstract” and “everyday” sounds (Macaulay & Crerar, 1998) or “other known” and “other unknown” (McGregor, Leplatre, Crerar, & Benyon, 2006). Study 2 sought to determine the effectiveness of each of these types of sounds for performing tasks within games, and to explore the experiential differences between the two types of sounds.…”