Examining Sound Design's Effect On A Player's Wayfinding By Utilizing Musical Intervals

Detta är en Kandidat-uppsats från Högskolan i Skövde/Institutionen för informationsteknologi

Författare: Daniel Östlund; [2015]

Nyckelord: Wayfinding; guiding; intervals; consonance; dissonance;

Sammanfattning: As games get more complex, they can easily become overwhelming and difficult to navigate in. A way to make navigation and wayfinding in games easier is to add visual aids that help the player find the way, to progress to the next objective of the game. However, visual aids, such as arrows, or highlighted objects, can be distracting and break immersion. In this paper, the topic is how sound can be used to aid and guide a player in a game. More specifically, how using certain musically consonant or dissonant intervals can guide the player. A game prototype was created to examine how the use of musical intervals of varying degrees of consonance and dissonance would affect the participant’s choice of path. The results are analysed, and discussions are made on the results, what the conclusions made can be used for, and on future research in the area.

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