As an English Major and a -> Can I model some of these hobbyist writer, storytelling findings on my friends? has always been an interest. 4. The Decision to Focus on How can music tell stories? Gaming: -> Narrative Music Narrative music in film has 2. Gathering Resources been done to death, but Jorgensons dissertation and the role of soundscapes in the role of games. interactive media is less -> Point of Intrusion developed. Research Question: How do we use sound to both literally and metaphorically build worlds? The role of ambient sounds vs. interactive sounds. How does sound impact gameplay? What is the role of sound in story-heavy games as compared to more directly interactive ones? The basic definition, as In gaming, soundscapes are compiled from a variety artificially constructed but must still satisfy the same role of dictionary sources, is as they would in any other something along the lines environment while also often of the range of dealing with fantasy perceivable sounds that elements that dont make up an necessarily have a natural environment. analogue (VanOrd). Sensory Engaging the senses as a way of creating a pleasurable experience Challenge Using sound as a way to gratify the player for achievements. Pavlovian conditioning. Imaginative Full engagement with the constructed world through soundscape development (Huiberts) I couldnt find anything dealing specifically with videogames but it is well documented that music in film can aid in viewer retention of the story (Fischoff) I decided to do some experimenting of my own Assessment Areas Results 1) How long it took them to get 1) Audio-enabled players all watched the cutscenes completely through the cutscenes and their and had better retention whereas memory of the information those with no audio tended to afterwards skim the dialogue. 2) Audio-enabled players died in 2) Their response times to their game on average 2 times less than health bars getting low (usually those with no audio. Those with no audio attributed their increase in indicated with a sound cue and damage taken to the lack of audio a visual cue) cues. 3) Their concept of time-passing 3) Audio-enabled players felt that time passed more quickly than (based on a self-assessment) those with no audio. Video game creation Writers work with sound techs encompasses a large range of to help them narrate their plots disciplines and sound and set the emotion of a scene engineering is bound up in a lot Graphic designers and artists of them. work with sound techs to help Sound technicians themselves set an overall mood occupy a broad range of roles. Game programmers work with Score composers sound techs to synch up actions Sound effect techs (apparently, with sound cues coconuts make a good substitute Advertisers work with sound for horse hooves) Audio mixing techs to market the games Sound programming Copyright lawyers work with composers and sound techs to patent scores. Sound is an important part The videogame industry of any environment and it has long used sound informs a lot of how we (flashback to pong, which perceive the world. There was hacked to add are, of course, others ways sound effects) as an of knowing and perceiving integral part of gameplay but sound is a very and this has developed prominent one. into a rich and well-loved (or despised) element of the gaming fanbase.